4 ms·
likely that developers will just focus on Apple's ARKit Most likely someone will just build and offer an abstraction layer on top of ARKit / ARCore and solve t
by rsp1984 9y ago
likely that developers will just focus on Apple's ARKit
Most likely someone will just build and offer an abstraction layer on top of ARKit / ARCore and solve the problem that way.
- s73ver_ 9y agoWriting the code is probably the easiest part of all this. Testing and design are going to be huge.
- k__ 9y agoAR.js seems to be doing it at this very moment
- Benjamin_Dobell 9y agoGoogle have already provided this themselves, plus hooked it up to a 3D rendering engine: https://github.com/google-ar/three.ar.js https://github.com/google-ar/three.ar.js That's assuming you're okay with JS, but if you're going cross-platform then it makes sense if you need to have interactive scenes.
- pjmlp 9y agoThe problem with WebVR, is that just like WebGL, it is capped, versus what is possible in actual OpenGL ES.
- Benjamin_Dobell 9y agoI've been developing WebGL software for a client for the last few years and my client has had quite good success selling content based on the software and consumers are using the content. The vast majority of browsers fully support WebGL (1). The biggest performance bottle-neck is the JS itself, specifically stock three.js is quite inefficient. However, that's just a matter of optimising three.js, or using WebGL directly if you need more fine-grained control. You can get a lot done in a browser these days.
- pjmlp 9y agoI have seen impressive WebGL demos, but for some reason WebGL always makes the GPU sweat more than plain native code driving my fan at full speed, even though it offers less. Maybe it is a consequence of using JS, I have never researched it.