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 3. 3D or Reality in Dimensions Other than X and Y

We've decided to step into a virtually real world. To understand how to draw that world, we'll need to understand exactly how to describe it.

This chapter describes how we do that in a mathematical sense. Don't worry, this is not a return to high–school math! (Well, maybe geometry. OK, so maybe a little bit. OK, maybe a lot. I'll try to make it painless.)

There are many different ways to describe the world; it is still the same world no matter how we do so. As Shakespeare said in Romeo and Juliet:

"What's in a name? That which we call a rose by any other name would smell as sweet."

In our case, interestingly, this is not so: a box described incorrectly will look totally different. You need to learn the language. Not only that, you need to learn how React VR describes the world, as different 3D graphics programs all use different numbers (scaling), directions (vectors), and rotations.

With virtual worlds, the types of software and hardware...