davrous

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davrous last won the day on July 8

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    davrous

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  1. Hello, We've discussed about it this week to think how to integrate that in a near future. We don't know yet how it will be achieved technically but we're definitely interested in exploring AR. David
  2. I'll need to add a flag to override that then on a per mesh load basis.
  3. Hi, I’ve just finished a big tutorial explaining why and how to build a cross-platforms VR experience using WebVR and Babylon.js: https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/ It contains a lot of samples to: - Create a scene running on smartphone using the Device Orientation fallback, on Mixed Reality headset in Edge and Oculus Rift / HTC Vive in Firefox / Chromium using WebVR. - Show how to teleport either using the gamepad and a gaze approach or using a VR controllers if available (will be our case by the end of the year with RS3) - Show how to interact with items using gaze or VR controllers I’ve been able to demonstrate some of its content to various French meetups and people were amazed by the quality of the rendering and possibilities. We still have some work to do to simplify WebVR usage compared to A-Frame for instance, but it's planned for 3.1 of Babylon.js. In the meantime, test our Mansion VR experience: http://playground.babylonjs.com/frame.html#QWIJYE#6 either on your smartphone using Cardboard, in Edge with a MR headset or in your Oculus / Vive in Firefox 55 beta! Feel free to spread the world also RT my tweet: https://twitter.com/davrous/status/883416521057456129 Thanks, David
  4. Great news! :-D And which type of VR camera did you ended up using?
  5. WebVRFreeCamera is using the WebVR specification available in Edge Creators Update, Firefox 55 and some specific build of Chromium. It's also available on Gear VR and DayDream. It better address WebVR devices and also expose gamepad extesion to use the VR controllers. VRDeviceOrientationFreeCamera is a fallback camera based on the Device Orientation API. It mimics a bit the WebVR one using the accelerometer of the smartphone and doing a double rendering of the scene with lens distortion handled (can be disabled). You need to feature detect WebVR in your code to use either WebVR or Device Orientation. Here's a sample showing the best practice to use (using Sponza as a demo): http://playground.babylonjs.com/#QWIJYE#1
  6. Thanks @meteoritool !
  7. The API to create the Doppler effect has been removed from Web Audio unfortunately :-( For convolution, this is not complex to implement but I didn't manage to find free & usable input audio convolver files. If you find one, it will motivate me to implement it by end of next week for our v3.0
  8. Hello, You should use directly our VR camera instead such as the WebVRFreeCamera or VRDeviceOrientationFreeCamera based on feature detection. Here's a basic sample: http://www.babylonjs-playground.com/#IHY77X#2 Regarding browsers support, on desktop, only MS Edge has WebVR enabled by default today on Windows 10 Creators Update, Firefox 55 will also soon (august) and Chrome should by the end of the year. On mobile, only Android & Chrome has it. That's why you should fallback to the Device Orientation camera most of the time. David
  9. You should code it yourself, we never worked on such projects.
  10. You would need to setup the communication between each device using websocket for instance or webrtc using P2P if the browser supports it. Then when 1 device move the camera, you'll need to send the same updates to the second device and vice/versa. David
  11. Can you please share an online sample code? This works well on our playground: http://playground.babylonjs.com/ David
  12. Hello, No, this is not possible. Babylon.js renders inside a WebGL canvas, in 3D, which means it can't render classical DOM elements. David
  13. Hello, It's a problem with Edge. It's resolved in Creators Update (15063). David
  14. Thanks for the feedback. If it's blurry with us and not on the Moz demo, maybe it's because they're not using the same HMD parameters as us. In our case, we're taking the value returned by the device or default values, it could come from there. I'd like also to have a better support for Gear VR and Daydream but don't have any hardware to work on for now.
  15. Unfortunately, I don't have any Gear VR to test. I think @RaananW got one but not sure.