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moonrider
🌕🏄🏿 Surf the musical road among the stars. Side project built by two people in a few months to demonstrate WebXR.
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...
you can calculate 2D CSS transforms which match the equivalent transforms of your WebGL scene in WebXR - as an efficient but hacky way to (for instance) do live video overlays in 3D without having to mess around importing the video texture into WebGL (assuming you don’t need occlusion or environmental effects etc).
we’re toying with this as an approach for video overlays in https://thirdroom.io, especially for underpowered devices.
I wrote up a post on my R3F based WebXR hot reloading setup here:
https://github.com/gregfagan/blog/blob/main/xr-remote-displa...
You don’t actually need this if you’re just working on graphics, as usually a flat projection is fine, but it is quite nice to work inside your own XR app while iterating on the interaction.
Don’t have precise answers to your questions but let me reframe.
AAA games that pushes HW to the limit is a small fraction of all content. Among most popular content on Quest you have VR Chat, Gorilla Tag, Beat Saber, Job Simulator: Indie titles def not AAA that the browser would be more than capable to deliver today. https://moonrider.xyz/ for example has 60-100k VR MAUs (300k at peak on Holyday season 2021). Tech is no longer a blocker to build good WebXR content and grow an audience. Mozilla, Google and now the Meta Browser team have done excellent work to get us here
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