Learning Web-based Virtual Reality: Build and Deploy by Srushtika Neelakantam

By Srushtika Neelakantam

Create web-based VR functions and set up them to GitHub pages with this brief, functional instructional full of hands-on examples. This e-book covers issues similar to VR, the WebVR API, and A-Frame. In Learning Web-based digital Reality, you'll construct a few 3D VR-based purposes. In those apps, it is possible for you to to check the VR environments, stroll throughout the digital international, have interaction with the items, and understand those digital realities with the aid of Google Cardboard.

By the tip of the e-book, you have got an entire realizing of what WebVR is, wisdom of what VR units can be found, and the necessities to begin engaged on WebVR. additionally, you will be cozy in utilizing A-Frame and its numerous elements to construct your individual VR projects.

What you'll Learn

  • Experience WebVR, the WebVR API, and WebVR libraries
  • Make use of varied items of VR hardware
  • See renowned WebVR projects
  • Use A-Frame to construct your personal WebVR projects

Who This e-book Is For

Developers who are looking to construct and installation web-based digital truth expertise. realizing of HTML5, JavaScript, and CSS is required.

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Sample text

The Entity-Component System A-Frame is built on the entity-component system (ECS), as shown in Figure 4-3. It is commonly used by the game developers and mainly stresses the inter-relationship of the components. Figure 4-3. Kevin’s illustration of the entity-component system An entity is a generic placeholder that has no functionality by itself, but it allows you to associate various components with it in order to render their necessary appearance and functionality. Components add the specific details to the entities they are plugged into.

This primitive implements a donut-shaped object in a VR scene. 1"> 33 Chapter 4 ■ Introduction to A-Frame Figure 4-21. a-torus primitive in a browser A torus knot, as shown in Figure 4-22, implements a pretzel-shaped model. 1"> Figure 4-22. A torus-knot primitive The video primitive allows you to include a video to be played on a flat screen inside the VR scene. mp4"> 34 Chapter 4 ■ Introduction to A-Frame The videosphere primitive is interesting in the sense that it plays the video on the surface of a 360-degree sphere, analogous to the sky of the scene (Figure 4-23).

To let the user know that the click is being applied, you will add some animation to this cursor. In this case, you will make the cursor to be a ring shape, which shrinks in size to demonstrate a click function. You’ll link this click function to the JavaScript code that will change the sky primitive to some predefined image, depending on the thumbnail clicked. 2" dur="1500"> 47 Chapter 5 ■ From “Hello, World” to a VR Content Display The VR scene with the camera entity should now look like Figure 5-8; observe the small blue ring-shaped element in the center of the scene.

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