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That would be one of the things i would love to explore. Does three do this automatically or is there something the app needs to specifically calculate?
by mlsarecmg 8y ago
That would be one of the things i would love to explore. Does three do this automatically or is there something the app needs to specifically calculate?
- mncharity 8y agoI'm on linux, and thus a custom stack, from tracking to UI. With three.js providing only bare rendering. It's not a path I'd recommend. Most current VR/AR exploration uses Unity (Windows) on vendor platforms (SteamVR (Windows), ARKit, etc) and Vive/Rift/WMR/phone hardware. Three.js is focused on WebVR. WebVR has been Windows-only. And very not transparent about status (very "aspirational" reporting). I fuzzily recall some year-ago VR work in a three.js dev branch. You might also look at A-Frame[1] and AR.js[2]. But this is not an area I keep track of. The three.js WebVR folks do aspire to "automatically". Historically, it very very hasn't been. Add more "very"s. Now, big picture, I'd be unsurprised by the transition to AR/VR being shockingly rapid. And unexpectedly soon. So there might now be some path that "just works". And it could be worth starting to track, so if there's a new niche you might like, you're aware of it. But historically... VR, noun: A field covered in hirsute yaks. And the trampled bodies of people's years, expended shaving them in hope of wonderful fruit, while it was still unripe. [1] https://aframe.io/ https://aframe.io/ [2] https://github.com/jeromeetienne/AR.js/blob/master/README.md https://github.com/jeromeetienne/AR.js/blob/master/README.md