We’re chugging along with our MR first UI library. Here’s our built in implementation of hand matting!
A good spatial experience is gives a sense that virtual content is truly in the room. If you put your hand in front of an object and it appears behind it, it instantly breaks the illusion.
Hand matting is key to this. Our implementation isn’t perfect, but a little goes a long way!
Humbled that people are getting excited about us this early. Stay tuned as we build!
Hey folks! we’re hiring!
We’re an early stage startup working to build the #spatailweb
We understand that this is a new space, so we encourage everyone to apply regardless of #xr experience. We want a strong engineer first, XR experience is just a plus.
Canvatorium Lab 017 - Revamped
Playing with the Surface Magnetism Behavior from Babylon JS, combined with the Six Dof Drag Behavior. Magnetism is only enabled during the Drab to prevent the default "follow the cursor" behavior.
I think this is super useful for laying UI, user customizable controls, user defined data, etc.
@lobau We’re just getting started, and we’ve got a long road ahead of us. But we’re building radically in the open, chatting mostly here on mastodon. So follow us here to keep up with our day to day progress, and for major updates.
We’re very excited to get started, and we’re even more excited to have you along for the ride!
This has been in the works for awhile, but @lobau and I have teamed up on a new project!
I’ve spent most of my career working on XR platforms. The hardware has improved dramatically, but the dev experience remains the same.
Alternating between PC & headset over & over. Using a 2D environment to build a 3D app. It’s exhausting. What’s worse is you’re stuck with game engines. Game engines beget games!
Dance Tonite, our virtual reality music video for LCD Soundsystem, launched six years ago this week to coincide with the release of the band’s album American Dream (2017). Here’s a look back at how we crafted this early WebXR dance party:
Cool game audio experiment 2/2: Integrating #Wwise into a #WebXR experience! This uses soundbanks generated from a Wwise project to play spatialized environmental sounds with obstruction/occlusion effects, as well as footsteps.
Cool game audio experiment 1/2: Integrating FMOD into a #WebXR experience! This uses soundbanks generated from an #FMOD Studio project to play spatialized environmental sounds with obstruction/occlusion effects, as well as footsteps.
I made a prototype of a WordPress block for embedding WebXR scenes
Have you had experience as a browser engineer? Would you like to work with me? #WebXR #Apple #VisionPro
more fun with #webxr in #servo on windows. you would not believe (well, maybe some of you would) how long it took me to get this screenshot without something breaking or freezing. not to mention there was a weird issue I had to work around where A-Frame's default text shader just didn't work, so I had to use aframe-troika-text instead
@leroy yeah it’s been so long for me as well as I’ve been lucky enough to work on platforms that have great docs as they have a robust community and massive corporate backing.
Given the still relatively young state of the #immersiveweb, the docs aren’t perfect.
It’s like moving from an apartment complex to building a house yourself. It’s a lot of work, but it’s satisfying.
For ages now I've had the idea to make the same game in a variety of different #WebXR engines/frameworks/libraries as a video series to both be a learning resource and show off the different tools that are out there. For each one I would touch on the major elements like scene creation, input handling, asset loading, and maybe even some of the less documented on video stuff like multiplayer. Would that be interesting to people?
now it's really seems not complicated but someone inside has to keep it alive ...
thanks !! 🙏
🚀 Apple's bringing immersive cat browsing to the next level with WebXR support on Safari for Vision Pro! Get ready to lose track of time swiping at virtual yarn balls and exploring 3D litter boxes! 😸 #AppleVisionPro #WebXR #CatLife
The development kit for #VisionOS (#VisionPro #AppleVisionPro) is out. First, I read, how to write HTML to get nice controls in 2D and 3D. Surprisingly there was a hint to #WebXR. Safary usually is late with this kind of things. This time even #BabylonJS and #ThreeJS werew mentioned! That means, I will be able to code Web-apps and games as I hopped.
Would I buy a "Vision"? Not the "Pro" but an "SE". The #OculusQuest is 300€ so Apple means 2/3 times, ...
Feedback on the #WebTechForApps event last week in #Paris:
- 6 awesome speakers.
- Cutting edge topics such as #MiniApps, #WebRTC, #WebXR, #Solid, #OpenSource, #OpenStandards, and #WebApplications.
- Great discussions.
- Free lunch.
Despite lots of promotion, the audience was smaller than expected. Is that the new norm, or could we have done something different to attract more people? Your thoughts welcome.
Please find the presentations here: https://we.tl/t-JtOj5AR7PI
Love and peace y'all
Friday I left my job at Apple. After 4 years of doing truly amazing work with and awesome team, I decided it’s time for me to leave and pursue my own interests.
Working on the Vision Pro was an absolute privilege, and I intend to make my own small contribution to the new world of Spatial Computing.
imho this 👇 is part of the future of these #AR devices, and openness is a key for developers to invent and people's need be met.
> how the Lynx-R1 helps people regain sight (or even super human vision)
question of nits, but openness is underlying
probably a very good system to work on for the vOICe ?
As I’d hoped… #Apple confirmed #WebXR support in #visionOS Safari 🥽 Which means even casual hobbyists have an open-web path to make and share cool creative stuff for #VisionPro, and prototype “real” apps, without needing a dev account, an App Store listing, an executable build. Nor even a Mac or Vision Pro. (I hope #Unity gains built-in WebXR export, although plugins exist for that.)
There is nothing wrong with your television set. Do not attempt to adjust the picture. Er, wait... Do, do attempt it in our next original #WebXR title, The Escape Artist, available soon on Meta Quest and early next year on Apple Vision Pro - beta signups start next week! 🧑🎨🖼️
Between app fatigue, developer frustrations, bloated devices, update chaos, notification floods, and new access channels (XR), are we reaching an inflection point in the mobile app dynamic?
If this interests you, join us in Paris next week.
Looks like there's a session tomorrow about Safari in Apple's new headset, which mentions "Emerging standards [that] are helping shape 3D experiences for the web."
There's a breakout session tomorrow on #Safari + #visionOS. If there were any time to make a statement on #WebXR support it would be here. The last line, "We'll also share how emerging standards are helping shape 3D experiences for the web." is the closest they've come to even suggesting it might be on the table.
though let's be honest they're probably just gonna talk about <model> and USDZ
The event is endorsed by the W3C, Systematic (a leading French innovation pole) and OW2 (a respected open source organisation).
Come and join us + please help spread the word (https://tinyurl.com/59ptb5vx).
Brandon #Tojiro (from Google's Chrome team and co-editor of both #WebGPU and #WebXR) talks about his experience with Apple's involvement in those standards https://voicesofvr.com/1213-primer-on-webgpu-bringing-high-performance-3d-graphics-and-parallel-compute-to-the-web/
It's been two years since I launched the Extended Collection!
I know I'm a bit behind on adding to the collection. There are a few things on my to-do list:
Solar System Toy
#Quest browser 26.2 was released to with support for Space Warp in #webxr
This feature can result in a dramatic improvement in your WebXR scene since the browser can run at half the frame rate.
This is the spec: https://immersive-web.github.io/layers/#spacewarp
There's a sample here: https://dannysu.github.io/webxr-samples/layers-samples/proj-spacewarp.html
Basically, you submit the color buffer as usual but also submit reduced resolution depth and velocity buffers. They allow the compositor to invent a frame.
Let me know if you have questions!
I'm a curious lifelong learner. Virtual reality and ai enthusiast. I've had a career as a full-stack developer but left Big Tech at the start of the Pandemic. Currently, I am enjoying developing my UX, business, and related skills. I build and launch my projects 50/50 with leading the tech side of a Seattle-based live comedy platform. I've moved to Rust as my primary language. Roasting coffee, gardening, reading
Please share - Thank you :)
I've been bringing back the ideas of web rings in the 1990s web world for the modern #openmetaverse as we begin to form rings with portals where we can walk between our web worlds easily with trusted links between our community members. It's early stage, but the #MetaTraversal portal crawls are an early template of how 3D web rings could work for the #WebXR communities
The Immersive Web Emulator browser extension by Meta looks super useful for #WebXR developers: https://chrome.google.com/webstore/detail/immersive-web-emulator/cgffilbpcibhmcfbgggfhfolhkfbhmik.