This is something I wanted to see happening for a long time: Put your smartphone in a cardboard-style HMD, and have a VR experience that allows you to turn, kneel and stand, walk around… without being bound by cables. That kind of experience that is now called “room-scale VR”. That means having a VR experience
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Posts Tagged: WebGL
WebAR: Combining Cardboard Style VR and the Phone’s Camera
Creating an in-browser augmented reality experience with a smartphone and cardboard – sounds awesome, doesn’t it? Here’s my thoughts along the bumpy road I traveled so far: The Idea A smartphone is capable of delivering VR experiences using a browser, WebGL, and a cardboard. If you add a stream from the back-facing camera to it,
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Mouse-Picking Collada Models with three.js, Part II
Roughly a year ago, I wrote about detecting COLLADA models with a three.js ray caster. That code was written for three.js revision 49 – whereas the current revision is 62. A lot of things changed since then, and the code no longer works. So, here is an update of that post for revision 62. If you
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HTML Elements in WebGL: Recursion
– Or: Navigate a Website on a Computer Screen in a Website on a Computer Screen – Jerome Etienne‘s post on HTML Elements in a WebGL surrounding really caught my interest. What I wanted to do was slightly different, though: I wanted a fully accessible website displayed on the screen of a computer 3D model
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Decoupled Input
The Ascent project had a bunch of upgrades these days, including better loading logic, a radar, pointer lock support and others. But the most important one certainly was decoupled input. I found it important enough to extract and polish it and create a separate GitHub repo for it. So, let me introduce you to decoupled-input!