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
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface

HTML and ways to move beyond the 2D internet


While the web was developed, the early HTML language has evolved dramatically. A good web page experience typically involves more than just HTML. One of those ways to add more interactivity is via JavaScript. The combination of HTML, XML, and JavaScript is a large portion of what delivers the web, including applications, such as Google Documents or online Microsoft Word (also free).

These are, however, flat. To move into the third dimension has traditionally taken high–speed software, usually written in C++. As computers have gotten faster and faster and Graphics Processing Units (GPU) have taken over the bulk of the actual 3D generation, languages to describe 3D games have evolved.

There are currently quite a number of ways to program in VR. It is challenging to generate 90 frames per second at the resolution the Rift and Vive display at, so most VR programming is done in high-speed languages, that are direct to the metal or low level, such as...