WebGLProgram

Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes. Built-in uniforms and attributes Vertex shader (unconditional): // = object.matrixWorld uniform mat4 modelMatrix; // = camera.matrixWorldInverse * object.matrixWorld uniform mat4 modelViewMatrix; // = camera.projectionMatrix uniform mat4 projectionMatrix; // = camera.matrixWorldInverse uniform mat4 viewMatrix; // = inverse transpose of modelViewMatrix… Continue reading WebGLProgram

AI Integration in WebXR for Smart Interactions

Artificial intelligence can enhance WebXR experiences by making interactions more dynamic, realistic, and adaptive. AI can drive procedural content generation, intelligent NPC behavior, and user-driven interaction models. Key AI Techniques for WebXR AI-Powered NPCs – Implement machine learning-based NPCs that can hold conversations, respond to user actions, and learn from interactions over time. This makes… Continue reading AI Integration in WebXR for Smart Interactions

Cross-Platform Compatibility in WebXR (VR, AR, and Desktop)

Ensuring WebXR applications run seamlessly across multiple devices (VR headsets, AR-enabled smartphones, and traditional desktops) is essential for accessibility and user engagement. Each platform has different input methods, rendering capabilities, and performance constraints that must be considered. Key Techniques for Cross-Platform Support Feature Detection – Use JavaScript APIs like navigator.xr.isSessionSupported() to determine whether the device… Continue reading Cross-Platform Compatibility in WebXR (VR, AR, and Desktop)

Storytelling and Narrative Design in WebXR

WebXR enables immersive storytelling by placing users inside the story rather than just observing it. Traditional storytelling methods must be adapted for interactive environments where users have control over their experiences. Key Narrative Techniques Environmental Storytelling – Instead of direct exposition, use objects, ambient sounds, and visual cues to convey the story. A ruined cityscape… Continue reading Storytelling and Narrative Design in WebXR

Physics-Based Interactions in WebXR with Three.js and Cannon.js

Integrating realistic physics into WebXR experiences enhances immersion, allowing users to interact with objects naturally. Unlike traditional animations or direct transformations, physics-based interactions provide more believable and engaging experiences. Key Techniques for Physics Interactions Rigid Body Constraints – Implement hinge joints, sliders, and point-to-point constraints to create doors, levers, and mechanical parts that behave naturally… Continue reading Physics-Based Interactions in WebXR with Three.js and Cannon.js

The Rise of Theatre.js: Revolutionizing Web Animation and Storytelling

In the ever-evolving world of web development, creating immersive and engaging user experiences has become a top priority. From interactive websites to dynamic web applications, developers are constantly seeking tools that allow them to push the boundaries of creativity. Enter **Theatre.js**, a powerful JavaScript library that is revolutionizing the way we think about web animation… Continue reading The Rise of Theatre.js: Revolutionizing Web Animation and Storytelling

Model Highlighting in Three.js: Enhancing User Interaction

Introduction In 3D applications, model highlighting plays a crucial role in providing visual feedback, improving user interaction, and enhancing immersion. The code above implements a model highlighting mechanism using Three.js and raycasting to detect and emphasize objects dynamically. Raycasting for Model Selection The raycasting technique is used to detect user interaction with 3D objects in… Continue reading Model Highlighting in Three.js: Enhancing User Interaction

Combining Three.js, Rust, and WebAssembly

WebAssembly has been specifically the prospect of doing arithmetically-intensive operations with it, not unlike the fantastic physics engine Emscripten port Ammo.js. Compiling something like that is out of the scope of this little post (but should be getting easier!), and I’ve left some links at the bottom so you can clear more about WebAssembly if you’re interested.… Continue reading Combining Three.js, Rust, and WebAssembly

renderToScreen

Whether or not to render to the canvas instead the current destination render target. In most use cases you do not set this flag explicitly since the last pass in the pass chain is automatically rendered to screen. Let’s put together a basic example. We’ll start with the example from the article on responsiveness. To that… Continue reading renderToScreen