7.1 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: Wireframe rendering with full transform, color, and dimension support. See RENDERING_FIX_SUMMARY.md for details on the rendering pipeline.
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/stardust-overte-client
This creates three demo entities (red cube, green sphere, blue octahedron).
Connect to Overte Server
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/stardust-overte-client ws://domain.example.com:40102
Or use domain discovery:
export STARWORLD_BRIDGE_PATH=./bridge/target/release
./build/stardust-overte-client --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 currently renders entities using wireframe visualizations:
- Box (type 1): 12-edge cube wireframe
- Sphere (type 2): 3 orthogonal circles forming a sphere
- Model (type 3): Octahedron wireframe (placeholder)
- Unknown: Default cube wireframe
All entities respect:
- Position, rotation, scale (full transform matrix)
- RGB color with alpha transparency
- Dimensions (xyz size in meters)
For details on the rendering implementation and future 3D model support, see ENTITY_RENDERING_ENHANCEMENTS.md.
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/stardust-overte-client
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
- Wireframe-only rendering: Full 3D models require asset download pipeline (see roadmap)
- No texture support: Material/texture application needs model loading
- UDP only: WebSocket transport not yet implemented
- Entity types: Limited to basic primitives (box, sphere, model placeholder)
Roadmap
Phase 1: Rendering ✅ (Current)
- Wireframe entity visualization
- Transform, color, dimension support
- Entity type differentiation
Phase 2: Assets (Planned)
- HTTP model downloader
- Local asset cache
- GLTF/GLB model loading
- Dynamic model replacement
- Texture application
Phase 3: Interaction
- Input forwarding (pointer, hand tracking)
- Avatar representation
- Audio spatial rendering
Phase 4: Advanced Features
- Script integration
- Zone/environment support
- Particle effects
- Lighting
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/stardust-overte-client
"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]