~/talk

Let's Play! Build your first Cardboard App (en)

Talkat Droidcon Paris 2015 · 2015-11-09..11-10· [webxr, creative-coding]
slides:none on file

Builds a Cardboard app pipeline that actually works: uses OpenGL ES 3.1 iterative geometry to draw many copies of a cube with one draw call and hit ~60 fps on a Nexus 5, generates landscapes from Perlin noise, and runs live shader editing in a web editor. Toolchain compiles JS with Node/Gulp/Browserify, pushes scripts and geometry over the air via Firebase publish/subscribe, renders in an invisible WebView, and uses Visor for remote viewing and Android Wear as input; phones overheat after ~30 minutes.

AI-written summary · about

  1. 0:00Intro
  2. 2:47Ecosystem
  3. 4:12Minimum Effective Dose Geometry, math and core 3d concepts
  4. 4:26Euclidean Space
  5. 4:44Vertices (plural of...)
  6. 5:26Primitives
  7. 5:54Models
  8. 6:16Transforms
  9. 6:51Linear Algebra
  10. 7:34Projections and cameras
  11. 9:15Simple Lighting Ambient and Diffuse
  12. 10:04Normals
  13. 10:36Vertices and OpenGL Attributes Getting ahead of ourselves
  14. 13:19OpenGL Pipeline
  15. 15:29Power of Parallel Processing
  16. 16:22Vanilla Android OpenGL
  17. 16:53Threading
  18. 17:31Cardboard SDK
  19. 19:38Basic Light Model
  20. 19:53Vertex Shader v2
  21. 22:47Live Coding Explained
  22. 24:17Toolchain v1
  23. 28:23Realtime Reconfiguration
  24. 28:49Iterative Geometry
  25. 30:47Deformations
  26. 32:07Fragment Shader
  27. 33:22Geometric Possibilities
  28. 33:46Distance field Texture Maps
  29. 34:54Full Screen Fragment Rendering
  30. 36:11Procedural Content Generation
  31. 37:04Simple Landscape
  32. 38:47Look Ma, no hands!
  33. 39:45Tilt-to-Exit
  34. 40:06Head Tracking
  35. 40:55ACTIVISION PITFALL! VIDEO GAME CARTRIDGE
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