Book Image

Getting Started with React VR

By : John Gwinner
Book Image

Getting Started with React VR

By: John Gwinner

Overview of this book

This book takes you on a journey to create intuitive and interactive Virtual Reality experiences by creating your first VR application using React VR 2.0.0. It starts by getting you up to speed with Virtual Reality (VR) and React VR components. It teaches you what Virtual Reality (VR) really is, why it works, how to describe 3D objects, the installation of Node.js (version 9.2.0) and WebVR browser. You will learn 3D polygon modeling, texturing, animating virtual objects and adding sound to your VR world. You will also discover ways to extend React VR with new features and native Three.js. You will learn how to include existing high-performance web code into your VR app. This book will also take you through upgrading and publishing your app. By the end of this book, you'll have a deep knowledge of Virtual Reality and a full-fledged working VR app to add to your profile!
Table of Contents (20 chapters)
Title Page
About the Author
About the Reviewers
Customer Feedback

Chapter 12. Publishing Your App, and Where to Go from Here

It is fun to develop and experience virtual worlds at home. Eventually though, you want the world to see your world. To do that, we need to package and publish our app. In the course of development, upgrades to React may come along; before publishing, you will need to decide whether you need to "code freeze" and ship with a stable version, or upgrade to a new version. This is a design decision.

At some point, you will need to upgrade, and you will need to publish. This chapter will explain how to do both as well as how to organize your code and check your dryer, and your code, for lint. We will cover these topics here:

  • Types of upgrades: Rip and Replace or "Facelift" upgrade, or "Upgrade in place"
  • How to ensure that proper versions of your components are present
  • Development versus non-development versions, components, and libraries
  • Distribution licenses
  • Linking and embedding VR content
  • Publishing to common web hosts and Content Delivery...