Sporadic exploration of Aframe/THREE.js/AR.js, 3D & XR realms of the web, poorly documented by Rost Likholat
The scene layout is built around generator and template components allowing for clear and safe encapsulation of complex subscenes which are used to feed the asset generation. Optimized for desktop & headphones.
>_ Run in new tabBased on my generative 3D maze component that was inspired by androidfanatic. This implementation relies on randomized depth-first search algorithm from https://rosettacode.org/wiki/Maze_generation. Music: Nine Inch Nails
>_ Run in new tabUtilizes the experimental Area Light Component by emitting light from the gltf meshes. Core spatialising system takes care of all sounds: those are bound to any static or moving object. Optimized for desktop & headphones. Internal GLTF materials are overriden with a custom component.
>_ Run in new tabScans produced thru photogrammetry meet Aframe physic system.
>_ Run in new tabSkysphere viewer with interactive points of interest, gaze controls and visited counter. Inspired by Seattle scenes from melslearninglab
>_ Run in new tabComponent test of clean and Three.js CubeTexture implementation for Aframe, which also uses cubemap format for the environment textures. Spherical panorama photography: Rost Likholat. Cubemap rendering: Simon Klein
>_ Run in new tabComponent test of clean and Three.js CubeTexture implementation for Aframe, which also uses cubemap format for the environment textures. Spherical panorama photography: Rost Likholat. Cubemap rendering: Simon Klein
>_ Run in new tab