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WebGLGames (beta) looking for advice

WebGLGames
Honored Guest
Hi,

i just created a site aggregating WebGL Games, but without VR in mind.

Now thinking how a future oculus VR support of WebGL content could look like from a interface point of view,

What would be your idea how to implement it from a user perspective?

Some ideas:

- Larger Buttons
- Minimize/Maximize button for the iframe
- Javascript test for Browser type


Looking forward to any feedback or sugeestions,


Rian
http://www.WebGLGames.com/
2 REPLIES 2

rocarpenca
Honored Guest
Hi Rian, I'd suggest posting this question to the web-vr mailing list:

https://mail.mozilla.org/listinfo/web-vr-discuss

We (Mozilla Web VR research team) also have a new site at mozvr.com which will begin to tackle these questions for web devs. I'm actually poking around these forums for that very reason: to research best practices from the Unity / Unreal VR development world that we can learn from for web VR. 🙂

MrsVR
Honored Guest
WOOOH finally some WebGL, yeah!! Let's talk buffers!!

Mozilla: love your WebGL stuff. Was really a big help when I was learning WebGL. And I love your continuous research on web stuff. WebGL is the future 🙂 Are you collaborating with Opera by the way? They have some really cool WebGL stuff, that Odin demo is just stupidly pretty.

Would be fun to do something with Oculus in WebGL. There's only one Three.js demo with Oculus and it's not very good at all.. but I'm too busy with Unity + Rift to do it 😞 WebGL + Rift without Three.js sounds hardcore. There's a VR boilerplate! Nice!
Annnnnd I'm on your mailing list 🙂 Very old school.

OP: Ixnay on the buttons. Preferably no GUI, it's just distracting.
Rendering/Game engineer