LÖVR v0.18.0, codename Dream Eater, was released on February 14th, 2025. This version has been 490 days in the making, with 899 commits from 8 authors.
The main highlight of this release is a brand new physics engine, Jolt Physics! In addition to tons of new physics features, this version also added:
Grab a snack and get comfortable, hopefully the rest of this doesn't put you to sleep!
This version LÖVR switched from using the venerable ODE to Jolt Physics. Jolt is faster, more
stable, multithreaded, and deterministic. There were also lots of new features and improvements
added to the lovr.physics API as part of the switch.
Shapecasts are similar to raycasts, except instead of detecting collision along a line they sweep a whole shape through the scene and find anything it touches. They're very helpful for player locomotion and projectile hit tests.
Normally the physics engine will compute a new position for a collider, and then detect and resolve any collisions at the new location. This usually works fine, but fast-moving objects can pass through walls if they move fully through through them during one physics step:

CCD (continuous collision detection) is a technique that solves this problem by checking for
collisions along the object's whole path, instead of just checking the final position. It's great
for fast moving projectiles. Just call Collider:setContinuous on any colliders that need CCD.
It's now possible to lock translation and rotation of a Collider on specific axes with
Collider:setDegreesOfFreedom. Previously this required hacks like setting very high damping.
It's nice for keeping objects upright, or for an object that only needs to move in one direction,
like elevators.
There is a new World:setCallbacks function that lets you set callbacks when various collision
events occur. There are 4 different callbacks:
filter lets you filter collisions with Lua code. It can be used when the tag system isn't
powerful enough to express when objects should collide.enter is fired when 2 objects start touching, useful for playing sounds or spawning particles.exit is fired when 2 objects stop touching.contact is fired every frame while 2 objects are touching. This can be useful to adjust the
friction dynamically or break contact if some condition is met.The enter and contact callbacks receive a Contact object which has lots of useful information
about the collision, including the exact Shapes that are touching, how much they're overlapping, the
contact points, and the contact normal.
These callbacks replace the older method that used a callback in World:update, along with
World:overlaps and World:collide. World:getContacts is also superseded by the more powerful
Contact object.
MeshShape has received a lot of improvements. First, it's been split into 2 shapes! Now,
MeshShape is a kinematic-only shape like TerrainShape, intended to be used for static level
geometry.
For dynamic objects with arbitrary shapes, ConvexShape is a new shape that represents a "convex
hull" of a triangle mesh. ConvexShape can be created from all the same things as MeshShape can, but
it won't tank the performance of the simulation like MeshShape used to do.
Also, it's possible to create copies of MeshShape and ConvexShape. The copies will reuse the
mesh data from the original shape, and they can have a different scale. This makes it possible to
stamp out copies of objects with complex collision meshes without any frame hitches.
World:raycast now returns the triangle that was hit for MeshShapes. This can be used to look up
other vertex data like UVs, which lets you do things like paint on a Model!
All physics queries like raycasts and shapecasts now take a list of tags to filter by. Narrowing down the set of objects that the physics engine needs to check like this can give a big speedup when doing lots of collision queries on a dense scene!
-- Only check if we hit an enemy or a wall, skip everything else
world:raycast(from, to, 'enemy wall')
-- Ignore hits on sensors
world:raycast(from, to, '~sensor')
There are 2 new types of joints:
WeldJoint glues two colliders together, restricting all movement between them.ConeJoint allows two colliders to rotate a fixed angle away from each other, good for ropes.Breakable joints are now supported! Joint:getForce and Joint:getTorque return the amount of
force/torque the physics engine is using to enforce the joint's constraint, allowing the joint to be
disabled or destroyed when the force gets too high.
DistanceJoint, HingeJoint, and SliderJoint now have :setSpring methods, which make their
limits "soft" and bouncy. Hinge and slider joints also have :setFriction which causes them to
require some extra force to move.
Hinge and slider joints have motors now. The motor can be used to move the joint back to a desired position or rotation, or to get it to move at a target speed. The motor has a maximum amount of force it can apply, and has its own springiness. Motors are useful when designing robots or other physics-based animation rigs.
A new World:interpolate function makes it much easier to implement fixed-timestep physics
simulation, where the physics loop is run at a different rate than the normal frame loop.
Above, both simulations are running at 15Hz, but the version on the right uses World:interpolate
to smooth out the collider poses between the last 2 physics steps.
The headset module now supports composition layers, exposed as a new Layer object. Layers are 2D
"panels" placed in 3D space. This might seem redundant, since you can already draw a texture in 3D
space with Pass:draw, but layers have several important benefits:
Layers can also be curved. Pictured below is the lovr-neovim
library that renders a neovim editor on a curved panel in front of you:

In addition to the Layer object, there is also a new lovr.headset.setBackground function, which
uses the same techniques but for a skybox (cubemap or equirectangular). For static backgrounds this
can reduce rendering costs significantly, since the main headset pass doesn't need to render the
background at all, which uses a significant amount of time on mobile GPUs.
Fixed foveated rendering is an optimization that renders at a lower resolution around the edges of
the display. The drop in quality is often imperceptible due to lens distortion, but the GPU savings
can be as high as 40% for scenes with heavy pixel shading! It's really easy to enable, just call
lovr.headset.setFoveation:
lovr.headset.setFoveation('medium', true)
The second parameter defaults to true and specifies whether the system is allowed to dynamically
lower the foveation level based on GPU load.
There is a new stylus device for pens like the Logitech MX Ink. The device exposes a 3D pose,
velocity, a pressure-sensitive nib axis, and the 3 buttons on the pen.
In addition to TTF fonts, LÖVR now supports BMFont fonts. BMFont files contain an atlas of glyph
images, along with a small text file containing metadata. Compared to the existing MSDF fonts,
BMFonts look better and are more efficient for 2D text, making them a great fit for rendering text
on the new Layer objects. Since the image atlas can contain anything, they can also be used for
icons/emoji. However, they don't support scaling like MSDF fonts do, so they can get blurry when
rendering text in 3D space.

LÖVR has built in filesystem monitoring now! Simply add the --watch command line argument:
lovr --watch .
When watching is enabled, the lovr.filechanged callback will be fired whenever a file changes.
The default implementation restarts the project with lovr.event.restart, but you can override it
to ignore certain files or perform more granular asset reloading without performing a full restart.
Under the hood this uses efficient native APIs for filesystem events, so it's more lightweight and
responsive than polling file modification times with lovr.filesystem.getLastModified.
There have been a ton of tiny improvements to the shader syntax. These are all optional, so existing shaders will continue to work.
First, uniform variables no longer require the set and binding decorations:
// Old
layout(set = 2, binding = 0) uniform texture2D sparkles;
// New
uniform texture2D sparkles;
Vertex attributes no longer require location decorations:
// Old
layout(location = 0) in vec3 displacement;
// New
in vec3 displacement;
Instead of a Constants block, regular uniform variables are supported. This makes it easier to
port code from other shaders.
// Old
Constants {
vec3 direction;
float radius;
vec2 size;
};
// New
uniform vec3 direction;
uniform float radius;
uniform vec2 size;
Uniform and storage buffers support a scalar layout, which removes confusing padding requirements
and doesn't require Buffer formats to specify a std140 or std430 layout:
layout(scalar) uniform Light {
vec3 direction;
vec3 color;
};
// newBuffer({{ 'direction', 'vec3' }, { 'color', 'vec3' }}) works!
// No need for { layout = 'std140' }
There is also a new raw flag in lovr.graphics.newShader which will create a completely raw
shader without any of the LÖVR helpers:
lovr.graphics.newShader([[
in vec3 position;
void main() {
gl_Position = vec4(position, 1);
}
]], [[
out vec4 pixel;
void main() {
pixel = vec4(1, 0, 1, 1);
}
]], { raw = true })
The lovr.headset.isMounted getter and lovr.mount callback are back! These tell you whether the
headset is currently on someone's head, using the proximity sensor.
There's a new File object which can be used to do multiple file operations on a file without
having to reopen it every time, or for partial reads/writes.
Quat has new methods for working with euler angles: Quat:getEuler and Quat:setEuler.
Channel:push supports Lua tables now!
Cubemap arrays are supported: cube textures can be created with any layer count as long as it's a
multiple of 6.
MSAA textures can now use sample counts of 2, 8, and 16 (instead of just 1 and 4), and they can be
correctly sent to multisample shader variables like texture2DMSAA. Additionally, Pass:setCanvas
accepts a set of resolve attachments that can be used to do custom MSAA resolves.
Texture, Shader, and Pass can be created with debug labels, which will show in graphics
debuggers like RenderDoc.
The lovr executable is now shipped as a zip archive on all platforms, with the nogame screen and
command line parser packaged like a regular fused project. This makes it easy to customize the
nogame screen, or extend the CLI with new options. It's even possible to put Lua libraries in the
zip, which will be globally accessible to all projects run with that copy of LÖVR.

lovr test in the repository.CHANGES.md in the repository.x86_64 Android CI builds for Magic Leap 2.--watch CLI flag, lovr.filechanged event, and lovr.filesystem.watch/unwatch.File object and lovr.filesystem.newFile.lovr.filesystem.getBundlePath (for internal boot code).lovr.filesystem.setSource (for internal boot code).Pass:polygon.Shader:hasVariable.Font and Rasterizer.uniform variables in shader code.sn10x3 DataType.border WrapMode.d24 texture format.SampleID, SampleMaskIn, SampleMask, and SamplePosition in pixel shaders.layout(scalar) buffers and packedBuffers graphics feature.raw flag to lovr.graphics.newShader.Texture:getLabel, Shader:getLabel, and Pass:getLabel.Model:resetBlendShapes.Layer object, lovr.headset.newLayer, and lovr.headset.get/setLayers.lovr.headset.setBackground.stylus Device, nib DeviceButton, and nib DeviceAxis.lovr.headset.get/setFoveation.t.headset.controllerskeleton to control how controllers return hand tracking data.controller field to the table returned by lovr.headset.getSkeleton.t.headset.mask.lovr.headset.isMounted and the lovr.mount callback.lovr.headset.stop, lovr.headset.isActive, and t.headset.start.lovr.headset.getFeatures.t.headset.debug to enable additional messages from the VR runtime.--simulator CLI flag to force use of simulator headset driver.lovr.headset.getHandles.Quat:get/setEuler.lovr.physics.newWorld that takes a table of settings.World:interpolate.World:get/setCallbacks and Contact object.World:getColliderCount.World:getJointCount and World:getJoints.World:shapecast.World:overlapShape.Collider:get/setGravityScale.Collider:is/setContinuous.Collider:get/setDegreesOfFreedom.Collider:applyLinearImpulse and Collider:applyAngularImpulse.Collider:moveKinematic.Collider:getShape.Collider:is/setSensor (replaces Shape:is/setSensor).Collider:get/setInertia.Collider:get/setCenterOfMass.Collider:get/setAutomaticMass.Collider:resetMassData.Collider:is/setEnabled.ConvexShape.WeldJoint.ConeJoint.Joint:getForce and Joint:getTorque.Joint:get/setPriority.Joint:isDestroyed.DistanceJoint:get/setLimits.:get/setSpring to DistanceJoint, HingeJoint, and SliderJoint.HingeJoint:get/setFriction and SliderJoint:get/setFriction.SliderJoint:getAnchors.Shape:raycast and Shape:containsPoint.Shape:get/setDensity.Shape:getMass/Volume/Inertia/CenterOfMass.Shape:get/setOffset.HingeJoint and SliderJoint.MeshShape from a ModelData.lovr.system.isWindowVisible and lovr.system.isWindowFocused.lovr.system.wasMousePressed and lovr.system.wasMouseReleased.lovr.system.get/setClipboardText.lovr.system.openConsole (for internal Lua code).KeyCodes for numpad keys.Channel:push.lovr.thread.newChannel.t.thread.workers to configure number of worker threads.Mesh:setMaterial to also take a Texture.Texture:getFormat to also return whether the texture is linear or sRGB.Texture:setPixels to allow copying between textures with different formats.Readback:getImage and Texture:getPixels to return sRGB images when the source Texture is sRGB.lovr.graphics.newTexture to use a layer count of 6 when type is cube and only width/height is given.lovr.graphics.newTexture to default mipmap count to 1 when an Image is given with a non-blittable format.lovr.graphics.newTexture to error if mipmaps are requested and an Image is given with a non-blittable format.TextureFeature to merge sample with filter, render with blend, and blitsrc/blitdst into blit.t.headset.supersample.lovr.graphics.compileShader to take/return multiple stages.TerrainShape to require square dimensions.MeshShape constructors to accept a MeshShape to reuse data from.MeshShape constructors to take an optional scale to apply to the vertices.Buffer:setData to use more consistent rules to read data from tables.World:queryBox/querySphere to perform coarse AABB collision detection (use World:overlapShape for an exact test).World:queryBox/querySphere to take an optional set of tags to include/exclude.World:queryBox/querySphere to return the first collider detected, when the callback is nil.World:queryBox/querySphere to return nil when a callback is given.World:raycast to take a set of tags to allow/ignore.World:raycast callback to be optional (if nil, the closest hit will be returned).World:raycast to also return the triangle that was hit on MeshShapes.tostring on objects to also include their pointers.desktop HeadsetDriver to be named simulator.--graphics-debug CLI flag to be named --debug.--version and lovr.getVersion to also return the git commit hash.Pass:setViewport/Scissor to be per-draw state instead of per-pass.Image:get/set/mapPixel to support r16f, rg16f, and rgba16f.Image:getPixel to return 1 for alpha when the format doesn't have an alpha component.state stack (used with Pass:push/pop) from 4 to 8.lovr.focus and lovr.visible to also get called for window events.lovr.focus and lovr.visible to have an extra parameter for the display type.t.headset.submitdepth to actually submit depth.Texture:getType when used with texture views.dt in lovr.update when restarting with the simulator.Collider/Shape/Joint userdata wouldn't get garbage collected.Blob:getName.Model:getMesh.Curve:slice when curve has more than 4 points.hand/*/pinch and hand/*/poke device poses.KHR_texture_transform extension.World:get/setTightness (use stabilization option when creating World).World:get/setLinearDamping (use Collider:get/setLinearDamping).World:get/setAngularDamping (use Collider:get/setAngularDamping).World:is/setSleepingAllowed (use allowSleep option when creating World).World:get/setStepCount (use positionSteps/velocitySteps option when creating World).Collider:is/setGravityIgnored (use Collider:get/setGravityScale).lovr.headset.getOriginType (use lovr.headset.isSeated).lovr.headset.getDisplayFrequency (renamed to lovr.headset.getRefreshRate).lovr.headset.getDisplayFrequencies (renamed to lovr.headset.getRefreshRates).lovr.headset.setDisplayFrequency (renamed to lovr.headset.setRefreshRate).lovr.graphics.getBuffer (use lovr.graphics.newBuffer).lovr.graphics.newBuffer that takes length first (format is first now).location key for Buffer fields (use name).Buffer:isTemporary.Buffer:getPointer (renamed to Buffer:mapData).lovr.graphics.getPass (use lovr.graphics.newPass).Pass:getType (passes support both render and compute now).Pass:getTarget (renamed to Pass:getCanvas).Pass:getSampleCount (Pass:getCanvas returns sample count).Pass:send that takes a binding number instead of a variable name.Texture:newView (renamed to lovr.graphics.newTextureView).Texture:isView and Texture:getParent.Shape:setPosition, Shape:setOrientation, and Shape:setPose (use Shape:setOffset).Shape:is/setSensor (use Collider:is/setSensor).World:overlaps/computeOverlaps/collide/getContacts (use World:setCallbacks).BallJoint:setAnchor.DistanceJoint:setAnchors.HingeJoint:setAnchor.BallJoint:get/setResponseTime and BallJoint:get/setTightness.DistanceJoint:get/setResponseTime and DistanceJoint:get/setTightness (use :setSpring).DistanceJoint:get/setDistance (renamed to :get/setLimits).HingeJoint:get/setUpper/LowerLimit (use :get/setLimits).SliderJoint:get/setUpper/LowerLimit (use :get/setLimits).Collider:getLocalCenter (renamed to Collider:getCenterOfMass).Shape:getMassData (split into separate getters).shaderConstantSize limit from lovr.graphics.getLimits.Pass:getViewport and Pass:getScissor.