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kalkut

45 karma · joined February 25, 2018

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kalkut··on Building an Immersive Game with A-Frame and Low Poly Models
The HTML stuff mainly abstracts Three.js objects for faster development and better composition. Since Three.js is already an abstraction of WebGL you may have more luck with it by making a threejs plugin that "hand meshes and a camera position" to the Three.js scene/geometries.

But honestly my experience on this subject is that it would be much more manageable and productive to make the game directly with A-Frame or at least with threejs. If you need a particuliar behaviour you can go down from A-Frame to threejs and from threejs to WebGL and build the relevant components/plugins.

kalkut··on Planet Shadertoy
The democratization of non gaming 3D content and both powerful and cheap consumer electronics are long term driving forces.

I am both biased and hopeful since I am working on something very related, but my take on this is that the 3D part of the web will grow much faster than the non 3D part [1]. This growth will mainly be driven by non gaming 3D content that do not need high quality graphics to be relevent or entertaining.

VR and AR are better understood when we realize that they are just means to the end of consuming a wider variety of 3D content in a more engaging fashion.

The percieved lack of interest about VR is absolutely not about technical limitations (such as HMD weight, resolution, controllers, wire or whatever)[2] but it clearly is about the layman having no 3D content as relevant to his daily life as let say Facebook, YouTube, LinkedIn, Amazon etc. The first big VR company will launch a product that will be useful both in and out of VR and the web is the platform the most likely to host it.

[1] Most (say over 70%) of the web will stay 2D for a VERY long time though [2] Most people who try VR HMDs enjoy the experience just fine (for the least). They just have no reason to try it again, and even less reason to pay money for that.

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