Blog

A Week of A-Frame 60

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from May 5, 2017 to May 12, 2017.
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A Week of A-Frame 59

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Apr 28, 2017 to May 5, 2017.
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A Week of A-Frame 58

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Apr 21, 2017 to Apr 28, 2017.
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A Week of A-Frame 57

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Apr 14, 2017 to Apr 21, 2017.

Several bug fixes landed for tracked controllers. Link traversal PR work is continuing. Vive tracker support work has started, continuing to support every piece of VR hardware out there!

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A Week of A-Frame 56

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Apr 7, 2017 to Apr 14, 2017.
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Managing Application and Game State in A-Frame

Managing Application and Game State in A-Frame

The current solution now is the A-Frame State Component, which is sort of based off Redux patterns, but without all the memory issues, simpler API, and tailored for A-Frame performance.

Larger VR applications need a way of cleanly managing application or game state. Managing lots of client-side state in a non-tangled manner has been a large topic in 2D web development over the past couple of years which has given rise to libraries such as Redux. Having built several non-trivial WebVR applications, we’ll go over how we started to bring these ideas of state management into A-Frame’s DOM-based entity-component architecture.

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A Week of A-Frame 55

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Mar 31, 2017 to Apr 7, 2017.

We’re working on getting 0.6.0 released. Notably, we’ve landed Daydream and 3DoF controller support thanks to Michael Chen! From there, we’re starting on ambitious projects to lay the foundations of a Metaverse with A-Frame.

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Rapid Motion-Capture-Powered VR Development

Rapid Motion-Capture-Powered VR Development

Read about the initial release of the A-Frame Motion Capture Components and A-Saturday-Night. Or head directly to the A-Frame Motion Capture Components.

On the A-Frame team, we focus our development on experimentation and innovation with the HTC Vive. But room scale VR can be cumbersome to develop. Every change to the code, we have to:

  • Open a web page (often running on a separate computer)
  • Enter VR
  • Put on the headset
  • Grab the controllers (often having to turn them back on)
  • Do our test run with the headset and controllers
  • Take off the headset and controllers and pop open the browser development tools
  • Restart the browser if necessary since they’re currently experimental and buggy
  • Repeat

Room scale VR development becomes molasses. But we’ve come up with a workflow to supercharge VR development so we can automate, develop rapidly, and on the go: A-Frame Motion Capture Components.

With the motion capture components, we can record VR actions (e.g., headset and controller movement, controller button presses), and repeatedly replay those VR actions, on any device from anywhere without a headset.

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A Week of A-Frame 54

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Mar 24, 2017 to Mar 31, 2017.

A Saturday Night and its motion capture components have been released! Now the burndown for 0.6.0 begins. Check out the GitHub tracker. You’ll spy some juicy features in there. After 0.6.0, we’ll have some big projects in store.

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A Week of A-Frame 53

What's up with A-Frame, a WebVR framework for building virtual reality experiences, from Mar 17, 2017 to Mar 24, 2017.

This week features the promise of Glitch as a teaching tool and open development platform for A-Frame. Glitch lets you code in the browser, remix existing projects to make them your own, instantly host live projects with your own custom URL, collaboratively edit, and upload assets. Remix the A-Frame Glitch.

The A-Frame School has been released to interactively teach people step-by-step A-Frame and WebVR, either self-guided or notably for workshops, also using Glitch. We’ll be updating the curriculum and adding more lessons.

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