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WebXR

immersiveweb.dev

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Re: WebXR

#2
Wonder what's the story behind this not being made by the Khronos Group. Especially since, at least according to Wikipedia, it's based on Vladimir Vukićević's work.

The name choice is interesting. If one of the first things in your FAQ is "the name probably made you think this is thing X. it's not", then maybe there was a flaw in your naming process.

Re: WebXR

#3
post #2

Wonder what's the story behind this not being made by the Khronos Group. Especially since, at least according to Wikipedia, it's based on Vladimir Vukićević's work. The name choice is interesting. If one of the first things in your FAQ is "the name probably made you think this is thing X. it's not", then maybe there was a flaw in your naming process.

I think this is the wrong post

Re: WebXR

#4
post #3
post #2

Wonder what's the story behind this not being made by the Khronos Group. Especially since, at least according to Wikipedia, it's based on Vladimir Vukićević's work. The name choice is interesting. If one of the first things in your FAQ is "the name probably made you think this is thing X. it's not", then maybe there was a flaw in your naming process.

I think this is the wrong post

I'm talking about WebXR, which is for some reason the name of the standard developed by W3C.

"As such it may seem like WebXR and OpenXR have a relationship like WebGL and OpenGL, where the web API is a near 1:1 mapping of the native API. This is not the case with WebXR and OpenXR, as they are distinct APIs being developed by different standards bodies."

from https://github.com/immersive-web/webxr/blob/master/explainer...

Re: WebXR

#5
post #4
post #3

Earlier quoted context omitted.

I think this is the wrong post

I'm talking about WebXR, which is for some reason the name of the standard developed by W3C. "As such it may seem like WebXR and OpenXR have a relationship like WebGL and OpenGL, where the web API is a near 1:1 mapping of the native API. This is not the case with WebXR and OpenXR, as they are distinct APIs being developed by different standards bodies." from https://github.com/immersive-web/webxr/blob/master/explaine…

There are many other browser APIs named "WebSomething". WebAudio, WebUSB, WebBluetooth. This is a really silly complaint to have.

Re: WebXR

#6
post #2

Wonder what's the story behind this not being made by the Khronos Group. Especially since, at least according to Wikipedia, it's based on Vladimir Vukićević's work. The name choice is interesting. If one of the first things in your FAQ is "the name probably made you think this is thing X. it's not", then maybe there was a flaw in your naming process.

If you want Apple involved they don’t like working under Khronos. IP disputes in the past. See also WebGPU

API started as WebVR, was renamed to WebXR since now accommodates more than VR (AR, MR…)

I worked with Vlad at Mozilla in the early WebVR days (I co-design while at Mozilla and now maintain A-Frame)

Re: WebXR

#7
Won't be touching WebXR again until iOS implements it. There's an experimental feature flag to enable it, so hopefully this actually happens soon.

Re: WebXR

#8
This is the kind of thing that makes me lose any hope in web browsers. Normal browsing is getting worse, web apps are still unable to provide a truly native-like experience. But instead of fixing these core problems, let's add yet another corner case API...

Re: WebXR

#9
Some time ago, I created a tech demo to display topographical terrain models in AR (the ultimate goal is to be able to show GPS tracks as an AR model on your desk), see here: https://r-follador.github.io/cubetrekXR/

It makes use of Model-Viewer, which in turn uses Scene Viewer and ARCore on compatible Android devices, and Quick-Look and ARKit on compatible iOS devices.

At the bottom there's also a WebXR implementation using Babylon.js.

Re: WebXR

#10
For me the main advantage of WebXR is that one can create complex 3D objects at runtime/on the fly without havjbg to load them as assets or compiling them into the binary.

Any thougts on the best way to do this in classic runtimes like Unity or Unreal (which scripting plugins, which base construction objects/assets?)?

The main issue I have with WebXR, though, is it being canvas-based instead of being page/HTML-based, resulting in graphic-oriented products instead of structure-oriented ones (e.g. 3D web pages) which would allow placing all the dynamic and complex HTML objects that were developed over the last few years. Any good known approach to solve this?

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