Multi-user VR experiences with A-Frame (2017)
hacks.mozilla.org
hacks.mozilla.org
A 3d markup language that can be compiled? At least for prototyping, it might be useful, no?
Does that exist? Or is it a problem that's already been tossed around and buried?
Probably most the most commonly shared is something like the Tiled TMX format for tilemaps.
https://github.com/KhronosGroup/glTF
https://github.com/KhronosGroup/glTF/tree/master/specificati...
glTF is a great idea for providing a sensible interchange format for models though. Even this data usually gets converted into a custom binary format for the runtime engine to consume depending on use. Although as you note glTF has its own binary format and I understand it’s going to be improved with support for compression like Basis so perhaps that will reduce the need for custom formats for all but the most optimised cases.
We do this for executable code, is there any reason why we shouldn't do this for assets as well?
https://github.com/mrdoob/three.js/wiki/JSON-Geometry-format...
We're the creators and maintainers of A-Frame and just went through the last YC batch as Supermedium (https://news.ycombinator.com/item?id=16318151). Let us know if you have any questions!
Just a cautionary note... let's see, how to put this fairly...
When Mozilla announced the general availability of WebVR, they meant on Windows. Around that time, WebVR on Linux had achieved a milestone... of sometimes crashing immediately after starting, instead of always crashing before. It's been described as 'caring so little about Mac and Linux, that even the awareness of non-support has been limited'.
And even on Windows, Mozilla described WebVR as ready for use something like a year ago. And yet there's a thread here today, about trying A-Frame on Firefox, and being made sick, and this being a known problem.
So least at some points in the past, Mozilla's blog posts about WebVR's usability, have been... aspirational. Motivational. And not full and fair disclosure.
The got the 3D world to permanently persist too, demo here: https://twitter.com/marknadal/status/962013903004684288
Ready Player One's "Oasis" seems to already be real!
People hunt for an egg among hundreds of generated worlds to receive a prize and access to the code ("take control of the OASIS"). Though someone found it yesterday.
The latter seems to be way more developed, with P2P networking, "3D hyperlinks", integration with XMPP/VNC/etc., integrated IDE for live-editing, etc. Those were all in Smalltalk rather than JS, but there are also JS ports/successors like Virtual World Framework, 3dicc, etc.
3D "hyperlinks" have been done, they can take whatever shape or interaction you want (e.g., portals https://supermedium.com/blog/oasis), just have some event trigger a window.location change.
If it's your own page, you might try putting the Vive camera video in background. Doing passthrough AR, I regularly used Vive (and now WMR) down around 30 fps. But I displayed the browser directly in the HMD. So no WebVR display latency. And I don't do lens correction (old laptop with integrated graphics), which has a bit of a "comfort mode" effect. And no predictive tracking, so the rendered graphics have lag, but no judder. And displayed directly, it was easy.[1] So YMMV.
Depending on your level of desperation, there's my largely-abandoned WebVR-like stack for Vive on linux. But I didn't get around to supporting A-Frame, just Three.js. But by keeping it simple, some things the complex native WebVR stacks have struggled with these last 2 years on Windows, were much easier.
[1] https://cdn.rawgit.com/mncharity/node-webvr-alt-stack/master...
There are many far better multi-user VR experiences. Sansar. SineSpace. High Fidelity. Even Second Life. It's easy to do the simple demo, and really hard to do a full large virtual world.
The actual world creation part isn't too bad. We built hundreds of generated interlinked worlds and dropped in multiuser in a week (https://supermedium.com/blog/oasis). But still improving.
Are you an active user in those applications? What's your favorite part about them?
Once eye tracking is implemented, social experiences will take on a new level.
Tobii showed vives retrofitted with eye trackers, and snapdragon 845 vr devkits with integrated trackers.
I tried both and it works really well.
I'm not so sure that it will completely solve the social interaction problem though. I've tried the demo where you can see your avatar in the mirror and observe the eyes move, but there was still something off about it. Maybe it was just the art style, but I suspect that eyeball movements are not the only part of equation - there's a lot of very mobile musculature around the eyes that tends to change the shape of the eye as people make expressions with their faces - and that part was not there in the demo.