Inspiration
Navigation in VR,XR can be a confusing user experience that depends on device, the users experience and the content itself. Where on a phone someone may be free to move about the room, with a headset on a plane navigation has to be done through positional cues, cursor interactions without physically moving.
What it does
A simple prototype game of a VR maze where the exit is signaled by an in game model.
How we built it
- A-frame webxr library
- aframe-look-at-component
- aframe-maze-component
- webmaker chrome extension for micro testing library tutorials and ideas
- equirectangular photo from steinarnejensen on flickr
- Glitch.com - hosting
Challenges we ran into
Numerous , the editing experience is incredibly subpar for someone new even web prototyping tools can present immediate bugs that will leave you dead in the water. A-frame has an "inspector" mode which drastically helps, but it's not intuitive or polished as it has some confusing behavior and doesn't actually allow real editing.
Accomplishments that I'm proud of
With limited time explored several area in XR, learned several new tools, began sourcing possible future assets, and made the initial proof of concept in two afternoons from ideation to publishing.
What I learned
If you don't have fancy hardware for VR,AR,XR etc you are at a sever disadvantage as almost all tutorials, tools , libraries and discussions seem to come with this false expectation.
What could be next for As The Crow Flys
Custom models Custom maze generation Path finding Animations Stylization Audio
Built With
- a-frame
- html5
- javascript
- webxr

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