8.6 KiB
Starworld (StardustXR + Overte Client)
Overview
Starworld is an Overte client that renders virtual world entities inside the StardustXR compositor. It bridges Overte's entity protocol with Stardust's spatial computing environment, allowing you to view and interact with Overte domains in XR.
Current Status: ✨ 3D model rendering with HTTP asset downloading! Entities render as GLTF/GLB models loaded from the local cache. ModelCache automatically downloads models from http:// and https:// URLs to ~/.cache/starworld/models/. Primitive models (cube, sphere, suzanne) are pre-generated in ~/.cache/starworld/primitives/ using Blender.
Quick Start
Prerequisites
- CMake 3.15+
- C++20 compiler (GCC/Clang)
- Rust toolchain (for the bridge)
- StardustXR server running
- Required libraries: glm, OpenSSL, zlib, libcurl
Build Everything
./build_and_test.sh
Or manually:
# 1. Build Rust bridge
cd bridge
cargo build --release
cd ..
# 2. Build C++ client
mkdir -p build && cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
make -j$(nproc)
Run with Simulation Mode
Test the rendering without connecting to an Overte server:
export STARWORLD_SIMULATE=1
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/starworld
This creates three demo entities rendered as 3D models:
- Red cube (0.2m) - Box entity type
- Green sphere (0.15m) - Sphere entity type
- Blue suzanne (0.25m) - Model entity type (Blender monkey head placeholder)
Connect to Overte Server
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/starworld ws://domain.example.com:40102
Or use domain discovery:
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/starworld --discover
Architecture
Overte Server (UDP) → OverteClient (C++) → SceneSync → StardustBridge (C++)
↓ (dlopen C-ABI)
Rust Bridge
↓
Stardust Server
The Rust bridge provides the StardustXR client implementation, exposing a C ABI for the C++ code to use.
Entity Rendering
Starworld renders Overte entities as 3D GLTF/GLB models:
- Box (type 1): Cube model from
cube.glb - Sphere (type 2): Sphere model from
sphere.glb - Model (type 3): Suzanne (Blender monkey) from
model.glb, or downloaded models - Other types: Coming soon (Text, Image, Light, etc.)
Current Support:
- ✅ Position, rotation, scale (full transform matrix)
- ✅ Dimensions (xyz size in meters)
- ✅ GLTF/GLB model loading from local cache
- ✅ HTTP/HTTPS model URL downloading with ModelCache (SHA256-based caching)
- ✅ Primitive generation using Blender (
tools/blender_export_simple.py) - ⏳ Entity colors (stored but not yet applied to models)
- ⏳ Texture support (entity.textureUrl parsing implemented)
- ⏳ ATP protocol support (Overte asset server)
Cache Structure:
- Downloaded models:
~/.cache/starworld/models/(SHA256 URL hashing) - Primitive models:
~/.cache/starworld/primitives/(Blender-generated) - HTTP downloads use libcurl with async callbacks and progress reporting
Rust Bridge
The bridge (required for proper StardustXR integration) is a Rust shared library that:
- Connects to the Stardust compositor via fusion client
- Manages the spatial scene graph
- Handles entity creation, updates, and removal
- Renders entities using the asteroids element API
Build it with:
cd bridge
cargo build --release
This produces bridge/target/release/libstardust_bridge.so, which the C++ client loads at runtime.
Bridge Path Configuration
The client tries these locations in order:
STARWORLD_BRIDGE_PATHenvironment variable./bridge/target/debug/libstardust_bridge.solibstardust_bridge.so(system library path)
Configuration Options
Environment Variables
STARWORLD_BRIDGE_PATH: Path to bridge .so directorySTARWORLD_SIMULATE: Set to1for simulation mode (no Overte connection)STARDUSTXR_SOCKET: Override Stardust compositor socket pathOVERTE_URL: Override Overte server URLOVERTE_DISCOVER: Enable domain discovery (1ortrue)OVERTE_DISCOVER_PROBE: Enable/disable domain reachability probingOVERTE_DISCOVER_INDEX: Manual domain selection indexOVERTE_USERNAME: Set username for Overte authentication
Command-Line Options
--socket=/path/to.sock: Legacy socket override--abstract=name: Use abstract socket namespace--overte=ws://host:port: Overte server WebSocket URL--discover: Enable Overte domain discovery
Development
Project Structure
Starworld/
├── src/ # C++ source files
│ ├── main.cpp
│ ├── StardustBridge.cpp
│ ├── OverteClient.cpp
│ ├── SceneSync.cpp
│ └── ...
├── bridge/ # Rust bridge
│ ├── src/lib.rs
│ └── Cargo.toml
├── tests/ # Test harness
└── tools/ # Python utilities
Debugging
Enable verbose logging:
export RUST_LOG=debug
export LOG_LEVEL=debug
./build/starworld
Vendoring StardustXR Crates
For deterministic builds, clone dependencies into third_party/:
cd third_party
git clone https://github.com/StardustXR/asteroids.git
git clone https://github.com/StardustXR/core.git
Then update bridge/Cargo.toml:
[dependencies.stardust-xr-asteroids]
path = "../third_party/asteroids"
[dependencies.stardust-xr-fusion]
path = "../third_party/core"
This allows you to:
- Lock to specific commits
- Patch client internals
- Debug client crate issues
- Add custom C ABI exports
Known Limitations
- Entity types: Only Box, Sphere, Model supported. Need Text, Image, Light, Zone, etc.
- Static models: Uses cached primitives, doesn't download from entity.modelUrl yet
- No texture support: Models use base colors only, no texture mapping
- One-way sync: Entities created but not updated or removed yet
- UDP only: WebSocket transport not implemented
- Single user: No avatar or multi-user support yet
Roadmap
Phase 1: Core Rendering ✅ COMPLETE
- Wireframe entity visualization
- Transform, color, dimension support
- Entity type differentiation
- 3D colored model rendering 🎉
- GLTF/GLB model loading
- PBR material support
Phase 2: Asset Pipeline ✅ COMPLETE
- Local asset cache (
~/.cache/starworld/primitives/) - HTTP model downloader with ModelCache 🎉
- Download models from entity.modelUrl (http/https)
- SHA256-based caching with libcurl
- Async download callbacks
- ATP protocol support (Overte asset server)
- Texture loading and application
- Progress indicators in VR
Phase 3: Entity System (Current Focus)
- All entity types (Text, Image, Light, Zone, etc.) ⏭️ NEXT
- Entity property updates (position, rotation, color changes)
- Entity deletion handling
- Parent/child entity hierarchies
- Entity query/filtering by distance
Phase 4: Interaction & Multi-User
- Avatar representation and sync
- Input forwarding (XR controllers → Overte)
- Audio spatial rendering
- Voice chat integration
Phase 5: Advanced Features
- Script integration
- Physics simulation
- Particle effects
- Animation playback
- Material/texture overrides
Troubleshooting
"Failed to connect to StardustXR compositor"
- Ensure Stardust server is running
- Check
STARDUSTXR_SOCKETenvironment variable - Try:
ss -lx | grep stardustto find the socket
"Rust bridge present but start() failed"
- Rebuild the bridge:
cd bridge && cargo build --release - Check library exists:
ls -lh bridge/target/release/libstardust_bridge.so - Verify RPATH:
ldd build/starworld
"Could not connect to Overte"
- Verify server URL/port
- Check network connectivity
- Try
--discoverto find public domains - Use simulation mode:
export STARWORLD_SIMULATE=1
Nothing renders in VR
- Check Stardust server logs for errors
- Verify entities have non-zero dimensions
- Enable debug logging:
RUST_LOG=debug - Look for "[bridge/reify]" log messages
Contributing
See ENTITY_RENDERING_ENHANCEMENTS.md for implementation details.
For CI/test setup, see CI_SETUP_SUMMARY.md.
License
[Add your license here]