Can this work with visionos?
Can this work with visionos?
Stay tuned! This is a planned future I had temporarily removed while I worked on performance in the Metal engine, and is coming back very soon =) I'd love the opportunity to pick your brain about potential intermediate formats as well - e.g., if you have specific languages or datasets that you'd want to be able to operate on. I have some ideas about adding a tiny runtime scripting layer in this as well to operate on text JIT, instead of just laying it out.
> Can this work with visionos?
Theoretically yes, but I haven't done the work to composite the two rendering layers together. Like a lot of Metal, there is a massive amount of documentation that would certainly be helpful if written, but currently isn't. I do plan on this, however, in the future.
Most code analysis programs fail in some combination of editor integration, language support, iteration speed, or interactivity.
One of the big issues with visionOS right now is the divide between a full immersive space and a volume. There is a dev option to enable the virtual display to work in an immersive space, but normally a full metal rendered scene will hide your mac monitor. The volume requires RealityKit and provides no hand tracking data. My approach is to run the graph fruchterman-reingold spring embedder in a metal compute kernel updating a LowLevelMesh in a volume. The biggest limit I've faced is around 1000 input targets (graph nodes) is the most the RealitKyt renderer can support before the frame rate dips under 90Hz.
Good luck if you attempt visionOS, it is nearly undocumented.
Keep me on your short list for beta users when the time comes =)