Comments (3)
not in the roadplan but it shouldnt be hard, most of the features are already there.
maybe I give it a try next months
from webglstudio.js.
This could be a good barebones starting point:
https://immersive-web.github.io/webxr-samples/
particularly:
Testing
Concerning testing it, I noticed that firefox is quite serious about webXR these days, their firefox dev-edition has enabled all webxr features by default, and they have a simulator for devs without vr headsets:
https://addons.mozilla.org/en-US/firefox/addon/webxr-api-emulator/
Another option: I've tested firefox webxr with trinus which works well, however I've had to fiddle with the settings a bit.
I also had to install steamVR in order to trick firefox into thinking I have real vr headset.
This setup works, but I wouldn't recommend it for developing.
Brainstorm: next step
The demo-code above simply enables viewing 3d-scenes on browsers which support webxr (devices, like gyroscope controlled smartphone, or an oculus e.g.).
afaik this could just be a 'webxr'-component for webglstudio which detects and forwards the gl-context to webxr.
The next step would be controlling the camera and triggering events, which could be done in various ways:
- a 'webxr controller'-component (which controls active camera e.g.)
- some webxr litegraph nodes, so the user can wire values themselves
Let me know if I can help, by brainstorming more or by help writing code.
Why is webglstudio+webxr exciting?
Because the metaverse is here :)
from webglstudio.js.
Im very happy to hear that, im very eager to use webGl studio in my following projects.
from webglstudio.js.
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