visionOS
developer.apple.com
developer.apple.com
These device specific environments and technologies are cumbersome to learn, will exclude everybody with a different device, usually change rapidly which makes code maintenance a nightmare and at some point simply die like flash.
I will start developing for 3D devices when we have a standard similar to HTML or when 3D elements are part of the HTML standard.
A text based way to describe how elements are positioned in space and what attributes they have. With JavaScript support for interaction.
Looks like there is "X3D":
https://en.wikipedia.org/wiki/X3D
At a first glance, it looks a bit like a 3D version of SVG? That could be a good starting point.
edit: it looks like RealityKit and the Apple ecosystem already supports this
https://developer.apple.com/documentation/realitykit/creatin...
They already are. CSS Transforms can already be configured to happen in a full, proper 3D space.
Every polygon of this demo is an HTML element, and yet it is fully and completely three-dimensional: https://keithclark.co.uk/labs/css-fps/
One would just need a browser in VisionOS that supports displaying these elements in actual 3D rather than projected onto the 2D surface of the webpage...
It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.
This approach would be useful if 3D devices let you render a view for each eye. And report head and hand movements as events. So one would build a whole 3D engine with the current Browser APIs.
The approach I was thinking about was to tell the 3D device "This object is located at x,y,z position 123,40,8". And the device does the rendering. It's probably much faster, as the device probably has a lot of hardware optimized for 3D rendering. Let alone things like AR, where you have to analyze a given video input, figure out that there is a real table in a certain position in space where you can put 3D objects on, calculate the physical interaction and shadows etc.
Not sure which approach is better. Time will tell.
https://github.com/pmndrs/react-xr
Apple announced support for WebXR on VisionOS as well.
I think it will be a lot more interesting once webGPU hits too, as it will be closer to native-level GPU programming but portable between both native and web contexts.
the point of apple vision pro is to run apple hardware with apple software, and people _want_ that.
Why is HTML becoming a ubiquitous API? It's free and open.
Every new platform needs a killer app. Xbox had halo. iPhone had maps. watchOS didn’t really have one. Hopefully visionOS will.
This is possible on current VR headsets, but the resolution isn't there for any of them, including the Meta Quest Pro. This is the first one with resolution enough to push it over the threshold.
Can it do that though? In the presentation, they only showed 1 virtual monitor replacing you laptop's screen - essentially just mirroring the screen once.
Everything else were what looked like native apps, so likely as restrictive as iPad apps, but in (virtual) space.
On principle if this device was better than our current laptop screens I think it would be a no-brainer. With it being so early in the tech yet, reportedly heavy (why did they think metal was a good idea), and with only so much resolution, it's still hard to justify as a work expense.
Nobody suggested that it should be used all day for most people.
However, when I watched the keynote, I immediately thought how much nicer it would have been at the peak of the COVID pandemic to be using an Apple Vision Pro for all of my Zoom calls on the living room couch (or the porch) instead of being stuck at my desk with at the desktop.
But cutting edge tech ages like milk. Still prefer a Garmin with a longer battery life.
I'm reminded of "less space than a nomad", and it's that same magic sauce that might make or break it.
What? It's had a few over the course of the product. One of its amazing feature sets is the workout system, general health monitoring, etc.
The killer app for watchOS is health + fitness: exercise, sleep monitoring, etc.
Also, the Apple Watch has 60% of the worldwide smartwatch market's revenue [1] at around 50 million units.
[1]: https://appleinsider.com/articles/23/02/22/apple-watch-domin...
So far, it has more or less panned out as I want to. One thing I'm not happy about is the temperature tracking as I want to know when my temperature minimum is, but Apple doesn't give me that.
Other features are nice to have. One that's really nice to have is Apple Pay on your watch. With public transport (Amsterdam), it becomes seamless to go on a ride.
Maybe not. This is a popular argument but I think it's too simplistic. There must be different killer apps for different people. For the AR, there are meaningful applications especially for the Industry use. It's also meaningful for entertainment and games. It's an extension to existing platforms with a new interface. I think there will be multiple use cases for this platform.
So that’s why the Apple Watch failed, isn’t the number one smartwatch, isn’t the number one watch and hasn’t sold over 100 million units! /s
It can lead to completely different problems, mostly in children. Adults instead get terrible motion sickness if you're not very careful.
Then add the developmental result of having a child with this strapped for most of his puberty (you know it's gonna happen), and I am glad I'm too old to get sucked into this fad.
I feel alienated by how positive the reception for this thing is.
Luckily, we're being constrained by battery tech.
It's visible in the following image: https://media.wired.com/photos/647e8a46e416fd283a85c2da/mast...
Making their own battery pack essentially a dongle instead of just having a USB-C adapter for their cable is so Apple it hurts.
SwiftUI is great if you're building simple things, but a huge pain in the ass for anything remotely complicated / with a lot of mutable state, which is what I'd expect VR experiences to look like code-wise.
Looks like there's already a hurdle to developing for Apple Vision. The first visionOS developers will probably come from established companies rather than indie devs (who helped grow the iOS ecosystem).
How far do these portals reach? How many lightyears can we expect?
I'm a web dev, and have absolutely no experience with Apple or VR development. But I would absolutely kill to get one of these dev kits for my own use.
Though maybe thats what they wanted to avoid. iPadOS sits in an awkward position between MacOS and iOS, maybe Apple wanted to avoid a repeat of that.
1. Apple don't want to be associated with smutty content, which it will inevitably be used for with sideloading (people will find an App Store approved way anyway)
2. The headset is far more intimate than a phone; better controls are needed to protect privacy and security
3. Although the device has an M2, it is not just a head mounted Mac, and visionOS is supposedly a realtime operating system
That said I’m hoping for something closer to the Mac in terms of software. Basically I want Emacs on the headset and no policies or DRM that violates the GPL to tell me otherwise.
[1] https://bugs.webkit.org/buglist.cgi?bug_status=__open__&comp...