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WebVR Experiments

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31–40 of 57 posts

Re: WebVR Experiments

#31

This has the potential to have two, maybe even three times as many users as VRML. Seriously though, has everybody forgotten VRML? It's weird to see the last VR hype cycle repeating itself in such detail.

You can only consider WebVR similar to VRML if you know nothing about it. Despite the name VRML wasn't really about VR. It was about 3D for the web. VRML failed but 3D for the web has been solved. WebGL works great today: https://www.google.com/maps/@19.8560519,-86.191051,22963938m...

Re: WebVR Experiments

#32

This has the potential to have two, maybe even three times as many users as VRML. Seriously though, has everybody forgotten VRML? It's weird to see the last VR hype cycle repeating itself in such detail.

> It's weird to see the last VR hype cycle repeating itself in such detail. VR, VMs & cloud computing, automation "taking all our jobs". We've been running the same course since at least the 1960s. Everything that's new is old already. Even the space race has been restarted. Maybe this should be a new Olympic Games category - "Set foot on the moon, by starting from first principals."

Pretty sure Wernher von Braun isn't available any more though [x], in fact I think you're going to have a real hard time with many of the other principals. Principles though seem to be potentially an easier route.

Either way, I'd back that category in a heartbeat, though not sure if it could be completed in the duration of a normal games cycle... In a way it's been started already with the google lunar x prize [o] though that's been running a little longer than your typical games...

[x] https://en.wikipedia.org/wiki/Wernher_von_Braun

[o] http://lunar.xprize.org/

Re: WebVR Experiments

#33
post #30
post #9

Although pretty cool - I am not convinced that the browser is the right medium for this but I am happy to be proven wrong! While the web is an amazing platform and I do wish it grows beyond what any app store and I think that we need to fundamentally rethink some parts of it to make it better and allow more streamlined clients to operate on top of it. Luckily WebVR is just a client API which should not be hard to mir…

Honestly nowadays it seems like the browser is the right medium for everything. Most people I know who aren't developers or video game players seem to spend like 95% of their time on a computer in a web browser.

Next step: Browser becomes full screen and always-on. People don't know difference between OS and browser. Rich websites become icons on your new tab screen. People call them apps. Tabs become known as virtual desktops or spaces. Somebody invents an app that can show websites and calls it a browser.

The cycle repeats.

Re: WebVR Experiments

#34
post #9

Although pretty cool - I am not convinced that the browser is the right medium for this but I am happy to be proven wrong! While the web is an amazing platform and I do wish it grows beyond what any app store and I think that we need to fundamentally rethink some parts of it to make it better and allow more streamlined clients to operate on top of it. Luckily WebVR is just a client API which should not be hard to mir…

Much easier to do VR with a smartphone than AR, and given that for most people in the world their only computing device is their phone, this seems to be the fastest way to introduce VR to the widest audience possible. That's why browser-based VR also makes a lot of sense, because all those phones have browsers and writing a VR app just means targeting the widest and most mature platforms out there. A Cardboard experi…

>Much easier to do VR with a smartphone than AR for now, but what is your outlook on Google Tango[0] type devices starting to get wider adoption? It is my general assumption that both google and apple will soon ramp up production of devices with such hardware specs.

[0] https://get.google.com/tango/

Re: WebVR Experiments

#35
post #33
post #30

Earlier quoted context omitted.

Honestly nowadays it seems like the browser is the right medium for everything. Most people I know who aren't developers or video game players seem to spend like 95% of their time on a computer in a web browser.

Next step: Browser becomes full screen and always-on. People don't know difference between OS and browser. Rich websites become icons on your new tab screen. People call them apps. Tabs become known as virtual desktops or spaces. Somebody invents an app that can show websites and calls it a browser. The cycle repeats.

While browsers relay on modern OS to function the reality is that you rarely interact with the OS from user perspective - only when you want to upload a file and such.

This is why the browser as a medium makes perfect sense for OS and I think this is why ChromeOS makes a lot of sense although we see it is not massively adopted - maybe not yet.

But yes, everything you just said is like strange dejavu.

Re: WebVR Experiments

#36
post #12

Awesome. I remember last year going through all of the chrome experiments [1] on my smart mirror and being absolutely stunned. Regardless on your views of VR, platform, form factor, etc.. these are just cool. Does anyone know what controllers are used with android phones (for the ping pong game)? https://www.chromeexperiments.com/

What smart mirror do you have?

Re: WebVR Experiments

#37
I haven't tried playing it yet, but Mr Nom Nom looks adorable; one of those creative games that stirs my inner child. Etter studios shared some info about its development [1], and open sourced the code that procedurally generates the characters using threejs [2]

[1] http://etterstudio.com/en/mrnomnom.php

[2] https://github.com/etterstudio/mrnomnom/

Re: WebVR Experiments

#38

This has the potential to have two, maybe even three times as many users as VRML. Seriously though, has everybody forgotten VRML? It's weird to see the last VR hype cycle repeating itself in such detail.

You can only consider WebVR similar to VRML if you know nothing about it. Despite the name VRML wasn't really about VR. It was about 3D for the web. VRML failed but 3D for the web has been solved. WebGL works great today: https://www.google.com/maps/@19.8560519,-86.191051,22963938m...

You can check out https://aframe.io for easy way to do WebVR content creation.

Re: WebVR Experiments

#39
post #20

This has the potential to have two, maybe even three times as many users as VRML. Seriously though, has everybody forgotten VRML? It's weird to see the last VR hype cycle repeating itself in such detail.

Vrml was really bad, everything was static and you couldn't do anything but look around and click. And I think you're right about the hype, but wrong on the number of potential users. You didn't need special hardware for vrml.

Only VRML 1.0 was static. VRML 2.0 and VRML97 included animation and events (user and time triggered). As I recall you could program fairly rich behaviours using java or javascript, with collision detection.

Re: WebVR Experiments

#40

This has the potential to have two, maybe even three times as many users as VRML. Seriously though, has everybody forgotten VRML? It's weird to see the last VR hype cycle repeating itself in such detail.

You can only consider WebVR similar to VRML if you know nothing about it. Despite the name VRML wasn't really about VR. It was about 3D for the web. VRML failed but 3D for the web has been solved. WebGL works great today: https://www.google.com/maps/@19.8560519,-86.191051,22963938m...

> Despite the name VRML wasn't really about VR.

Sure it was about VR, even though it didn't require the (then extraordinarily expensive) goggles and gloves; it was about a declarative means of specifying VR content. That the common clients for it were limited to fishtank interaction with monitor, mouse, and keyboard is irrelevant to what it was about.

> VRML failed but 3D for the web has been solved.

WebGL doesn't actually solve the problem VRML existed to solve (though it underlies many modern solutions, like X3DOM implementations.)

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