WebXR-emulator-extension
WebXR emulator extension (by MozillaReality)
use-cannon
ππ£ physics based hooks for @react-three/fiber (by pmndrs)
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WebXR-emulator-extension | use-cannon | |
---|---|---|
4 | 10 | |
444 | 2,690 | |
0.0% | 0.6% | |
0.0 | 5.6 | |
about 1 year ago | 2 months ago | |
JavaScript | TypeScript | |
Mozilla Public License 2.0 | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
WebXR-emulator-extension
Posts with mentions or reviews of WebXR-emulator-extension.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-07-11.
- How to develop WebVR without using a helmet?
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Hey. Everyone. Do anyone know the best way to recenter the ar session. When the user moved a distance and we relocated the tracking to 0. Just like it is from the beginning of the session. Thanks very much.
https://immersive-web.github.io/webxr-samples/teleportation.html
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Challenges of a web VR throwing game
Get a hold of the WebXR emulator extension. It is limited in features but it does allow you to enter VR in a desktop browser and test your application with some basic inputs. With tip 4, this is very powerful and you can test a lot before actually putting on the headset.
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Some progress on emulating WebXR hardware thru computer vision (JavaScript), so that you can work on WebXR apps w/o hardware! Powered by my library Handsfree.js.org and the Mozilla WebXR Emulator Extension
Here is the original emulator (w/o handsfree): https://github.com/MozillaReality/WebXR-emulator-extension
use-cannon
Posts with mentions or reviews of use-cannon.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-10.
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Why react-three-rapier does not use worker like use-cannon
I'm using rapier physics lib in my own project, and i did that using workers too, i refered this repository https://github.com/pmndrs/use-cannon and when i saw the similar project to use physics lib into react-three-fiber but with rapier https://github.com/pmndrs/react-three-rapier, i notice that they don't use workers... There is some reason to not use workers with rapier? Weren't we supposed to use physics on workers for performance reasons?
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Create a First Person Movement in React Three Fiber - Part 2
For this example we are going to use Reac Three Cannon a specific library to create physics. You can use Rapier, another cool library, but is under development right now.
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3D web - Cannon physics - web3 serie
"Cannon" is the rigid body physics engine who includes simple collision detection, various body shapes, contacts, friction and constraints.
- About gamedev in JS / ThreeJS
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How to prevent camera from entering cubes
I'm trying to build a maze using react-three/fiber and react-three/cannon. I've added first person controls using this Minecraft Sandbox and a layout very similar to the example on the react-three/cannon Github page, just with more boxes acting as walls. But, instead of stopping at the boxes/walls, the camera moves directly in and through the larger ones and tumbles over the smaller ones. Any idea how to prevent this?
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Noob Here! I need help to figure out how use physics with three and react fiber
you use this library: [@react-three/cannon](https://github.com/pmndrs/use-cannon)
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Challenges of a web VR throwing game
Since I'm a big Poimandres fan I looked into react-xr, and it was very easy to get a first WebXR project up and running. Unfortunately, there are many dependencies in the ecosystem which slowed me down: react-xr is built on top of react-three-fiber which is built on top of Three.js, and physics is enabled by use-cannon which is built on top of cannon-es. For a long time I was running into issues and helping fix them with a couple of pull requests, and ultimately it was preventing me from working on the actual project. Still, Poimandres is a great community and I got a lot of inspiration from the content being shared in the discord.
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[AskJS] Why don't they make JavaScript multi-threaded?
I'd be really curious to hear how you'd refactor a library like use-cannon? The primary challenge with it's development is exactly the issue that the other commenter described: building the API bridge between the WW and the main thread. I have been thinking about this for at least a full year and I haven't come up with a better way to structure the code - yet this seems like an ideal use case for a webworker.
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Advice: Three.js vs. Babylon.js - choosing the right 3D javascript library
Thereβs https://github.com/pmndrs/use-cannon for R3F physics too.
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I'm a bit stuck.
physics are easy, here's a 60 loc arkanoid using use-cannon: https://codesandbox.io/s/sweet-babbage-66cd7
What are some alternatives?
When comparing WebXR-emulator-extension and use-cannon you can also consider the following projects:
react-xr - π€³ VR/AR with react-three-fiber
react-three-fiber - π¨π A React renderer for Three.js
webxr-handtracking - π WebXR hand tracking examples
ammo.js - Direct port of the Bullet physics engine to JavaScript using Emscripten
model_viewer.dart - A Flutter widget for rendering interactive 3D models in the glTF and GLB formats.
cannon-es - π£ A lightweight 3D physics engine written in JavaScript.
squidgame - Red light green light game from squid game made using JavaScript and Three.js
react-three-rapier - π€Ί Rapier physics in React
three_mmi - A utility class that enables to easily set up a simple callback for mouse interacting with threejs mesh.
three.js - JavaScript 3D Library.
WebXR-emulator-extension vs react-xr
use-cannon vs react-three-fiber
WebXR-emulator-extension vs webxr-handtracking
use-cannon vs ammo.js
WebXR-emulator-extension vs model_viewer.dart
use-cannon vs cannon-es
WebXR-emulator-extension vs cannon-es
use-cannon vs react-xr
WebXR-emulator-extension vs squidgame
use-cannon vs react-three-rapier
WebXR-emulator-extension vs three_mmi
use-cannon vs three.js