Supercraft: Create and Publish WebVR Sites in VR
supermedium.com
supermedium.com
It also allows WebVR and A-Frame developers to easily create good looking, consistent 3D assets that are performant and really low file size, particularly for A-Frame. Here's an example making a simple shooter game in a few lines of HTML with Supercraft assets: https://github.com/supermedium/supercraft-shooter
Excellent job! We have been working quite a bit in UI/UX of VR editing. You might be keen to look at what we've done here: https://vrsketch.eu (it's a tool for architects, but shares a lot of problems)
Thanks! Feel free to hit me up if you want to chat, some parts of the UI are or can be OS. Email in profile.
We're shipping features such as tailoring Supercraft for A-Frame development, being able to explore and navigate worlds, and dragging objects into your inventory for later use.
Ok, we can help with that. :)
Windows only. VR in general is still Windows-centric, followed by Android, and bit of Mac. The WebVR spec, even for W3C, was... notable. Example: to get new data, pass an immutable object to the api... which then updates it. But perhaps WebXR is now better? Very not "Just Works" - sensitive to hardware and firmware, and still crashy. A community that's better at posting "yay! it works!", than at describing just what definitions of "it" and "works" were needed for that to be sort of true, and at clearly characterizing state of play.
Remember Angular 1? How its PR was full of red flags, "you'd be nuts to invest in this now rather than waiting" red flags? And that the authors didn't realize what they were waving, was yet another big red flag? A-Frame, at least early A-Frame, reminded me a lot of that.
VR/AR will be awesome. But it's still rather a mess. And there's a line of bodies of people who burned time struggling with ephemeral problems. There are many explorable opportunities, including ARKit. But it seems we've a ways to go before something like a VR geocites becomes possible. Though skimming WebVR outreach might leave that non-obvious.
On a more upbeat note, with most everyone focusing on "immersive" video games, there isn't yet much awareness of how bizarrely psychedelic non-novice/expert UIs in VR can be. Imagine stumbling into someone else's customized environment - sort of like dvorak "huh?", plus vi macros "what did I touch?! what did it do?!", plus blender "what? where? how?", plus geocites "bling! shazam! awesome." :)
Honestly, I've been using A-Frame all day for the last couple years, and really enjoy its development process. And have developed applications like Supercraft that I think have some value. I do need to make it easier with documentation and stuff. But going to spend the next few years making A-Frame and WebVR worthy for developers and users.
Not even to mention the mess with standards around the lower level APIs and the WebVR/XR specs themselves :) It'll get there though.
Nifty. If I update my Web?R-like browser-as-compositor stack for linux, that's an incentive to push through to A-Frame compatibility. Thanks.
Supermedium (our browser purely for VR apps) configures that automatically and has made WebVR easily available on Steam and Oculus. Also DK2 and below is not supported, Rift CV1 is the minimum.