Creating VR (and AR) on the web. Take 2.
summary
A run through WebVR to WebXR history with concrete takeaways: shows how early hacks use deviceorientation, presentation API and interpolation at ~20Hz; explains API churn and why gamepad/controller fixes matter; demos built with three.js, model-viewer and glTF that run in the Oculus Quest browser; 3D audio airhorn and “make it rain” experiments work on-device; notes about mobile GPU limits, live-reload workflow via Quest, and a browser emulator for testing; AR support is promised but still maturing.
AI-written summary · about
chapters (5)
- 0:00Start
- 9:29Learn a new language
- 13:28model-viewer
- 22:06Development Workflow
- 23:24Mozilla WebXR emulator
related talks
21mDown the rabbit hole with WebVR
32mWriting Virtual and Augmented Reality Apps with Web Technology
30mThe future of Virtual and Augmented Reality for the web
40mThe Road To WebVR
50mWebVR is the next frontier
23mBuilding Engaging Immersive Experiences
30mGetting started with WebVR
21mBuilding Fun Experiments with WebXR & Babylon.js
