Writing Virtual and Augmented Reality Apps with Web Technology
summary
Shows how to run 3D apps in the browser using WebGL, the unstable WebXR Device API (replacing WebVR) and libraries like A-Frame and ReactVR, with a claim of “two times the pixels” on some phones. Demonstrates concrete code: requesting XR sessions, frame types head-model, eye-level, stage, WebGL layers, a magic‑window fallback and the WebXR polyfill. Builds A‑Frame components (an intersection marker that turns red/green and an AR pet placed via raycast) and uses Web Speech API for animation. Covers progressive enhancement and specific comfort fixes to avoid simulation sickness.
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chapters (12)
- 0:00Start
- 6:37Request a XR Devices
- 7:31Check XR Session Support
- 8:18Request a XR Session
- 8:58Start a XR Session
- 11:08Setup an XRLayer
- 11:51Start the Render Loop
- 12:26Exit the WebXR Session
- 13:48Fallback: Magic Window
- 16:14Progressive Enhancement
- 17:24Using Markerless AR Today
- 19:26Markerless AR with A-Frame
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