ammo.js
Direct port of the Bullet physics engine to JavaScript using Emscripten (by kripken)
react-xr
🤳 VR/AR with react-three-fiber (by pmndrs)
ammo.js | react-xr | |
---|---|---|
4 | 12 | |
4,026 | 1,942 | |
- | 2.0% | |
3.7 | 6.4 | |
4 months ago | 4 months ago | |
C++ | TypeScript | |
GNU General Public License v3.0 or later | 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.
ammo.js
Posts with mentions or reviews of ammo.js.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-01.
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Ive been programming for four years and I told my dad to watch long videos and complete your own projects to learn most efficiently. He thinks he’s ready to tackle any project after a ten minute video…
So at the moment I’m picking up THREE.js, AFrame, and AMMO.js.
- How do I learn everything for video game physics?
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a flying quadcopter in three.js
3d physics engine: Cannon.js and Ammo.js seem pretty inactive in recent years. Perhaps the boys just GOT IT DONE, and it's perfect like that. I don't know. In my search for a "more recent" development i have picked Oimo.js
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Challenges of a web VR throwing game
Integrating physics into the scene was a challenging part. The two major javascript physics libraries seem to be ammo.js and cannon-es, and they both come with limitations. For example, with ammo.js you won't get any rolling friction and with cannon-es there are issues with compound bodies. I decided to go with ammo.js because of the latter and simulate rolling friction with linear damping.
react-xr
Posts with mentions or reviews of react-xr.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-01.
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My own collection so far :)
I think the easiest for you would be to get into this through web development try this https://github.com/pmndrs/react-three-fiber coupled with this https://github.com/pmndrs/react-xr But don't expect super beautiful graphic from this, it's abstraction over three.js library which is abstraction over webgl standard which implements OpenGL ES 2.0 which is 7 years old graphics standard targeted to mobile devices with not much power. Or you can experiment with unity (unity XR) or unreal engine which are harder to learn but produce better graphics.
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I need a push in the right direction
there's also a VR layer that makes previously complex things so easy https://github.com/pmndrs/react-xr
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Having trouble deciding on a stack?
I'm a pure threejs afficionado myself, but r3f also has some good things going for it: https://github.com/pmndrs/react-xr
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Three.js learning process
as an example, these are AR/VR components that allow you to build apps in minutes because all the hard parts have been taken take of, for instance gestures: https://github.com/pmndrs/react-xr
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VR - React Library?
I haven’t played with it, but if I was going to I’d start here https://github.com/pmndrs/react-xr
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How to create cross device compatible WebXR experiences
React-XR for leveraging the WebXR API (e.g VR Headset + controllers) & React-Three-Drei which has useful functions for creating WebGL content.
- Help with 360 panoramic view of an image
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Best options to build WebAR app? (Marker and Markerless)
React three fiber is amazing for building 3d on the web, and has an XR canvas https://github.com/pmndrs/react-xr
- Push Notifications, WebXR, and better PWA support coming to iOS
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Does React-three-fiber improve how ThreeJS and React work together or is it more designed to give a react-like experience (components) within threejs?
Their docs and examples are beautiful and make it so easy to get started. As a web dev myself, the transition was pretty easy, since it was as simple as "swapping dom out for threejs objects". You get the react "engine" around it for free. Super fun for game development. (even with WebXR support https://github.com/pmndrs/react-xr)
What are some alternatives?
When comparing ammo.js and react-xr you can also consider the following projects:
cannon-es - 💣 A lightweight 3D physics engine written in JavaScript.
react-three-fiber - 🇨🇠A React renderer for Three.js
use-cannon - 👋💣 physics based hooks for @react-three/fiber
WebXR-emulator-extension - WebXR emulator extension
mathjs - An extensive math library for JavaScript and Node.js
react-three-next - React Three Fiber, Threejs, Nextjs starter
BabylonJS - Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
mind-ar-js - Web Augmented Reality. Image Tracking, Face Tracking. Tensorflow.js
gltfjsx - 🎮 Turns GLTFs into JSX components
Echo-VR-Haptics - Bhaptic feedback support for echo arena
ammo.js vs cannon-es
react-xr vs react-three-fiber
ammo.js vs use-cannon
react-xr vs WebXR-emulator-extension
ammo.js vs mathjs
react-xr vs react-three-next
ammo.js vs BabylonJS
react-xr vs mind-ar-js
ammo.js vs WebXR-emulator-extension
react-xr vs use-cannon
react-xr vs gltfjsx
react-xr vs Echo-VR-Haptics