Last week, I realised that I completely forgot to share here a demo project that I made this summer. I had the opportunity to try the Oculus Quest when it came out and liked it so much that I bought it as soon as it came out.
The Quest supports an emerging technology called WebVR, which allows websites to control the headset and render immersive experiences to users without having to install any apps or even leaving the browser.
I’m fascinated with VR which not so long ago was the subject of various sci-fi and cyberpunk novels like Neal Stephenson’s Snow Crash and William Gibson’s Neuromancer. I believe that we’ll be hearing a lot more about VR in the coming years.
Being a programmer, I wanted to try developing a VR experience of my own. I’m a massive fan of The Matrix trilogy and the visuals in the films at the same time, and as it turns out, it lends itself perfectly for testing the waters of VR.
Anyway, here’s a short 3D experience inspired by the movie. If you have a VR set, it should work with it. If not, it will run in your browser in 360-mode on your laptop or phone. Here’s the link:
Inside the Matrix VR
Warning: Includes some abrupt sound effects.
For the developers of Tumblr, this is an open-source project. You can get the code on GitHub. Have fun!
Our first deliverable, the design document, was completed! Much thanks to the team for their hard work and cooperation.
As I mentioned in the last update, I was making the design comp for the VR side of the ObTrail. Here’s how it turned out:
Though the final product will most likely differ, this is still a good visual representation of what it will feel like to be on the trail.
Moving on to the second half of this sprint, I took on three tasks that will aid the development of our web page and VR environment.
First off:
I set up a spread sheet to outline our animal database. This included the attribute tags that will define the animals on the trail, and the action required to navigate around it. This will help the devs on our team program the necessary components for the guide book and the VR interaction.
Secondly:
I re-created the button concepts for the guide book (developed by another team member) into SVGs for ease of use and visual consistency.
*note that the 4th and 5th button are variations for the same button.
The main web designer will determine the final colour pallet; however, I provided various swatches based off colour theory and the main background colour.
Lastly:
I created a height chart/reference for 3D models and created the temporary model objects to be placed in our Alpha test environment.
All together I spent roughly 8 hours working on my tasks this sprint.
Overall, the tasks I handled weren’t really challenging; just time consuming. Researching the animals and determining how to best handle them in this experience took a lot of back and fourth between myself and another developer. That being said, I am happy with the quality of the work I put out for the sprint. I think the buttons look really nice and compliments the visual style we are building up in ObTrail.
Das WDR-Projekt Bergwerk 360°/VR bringt dich unter Tage. Erlebe die Arbeit der Kumpel in spannenden Episoden. Läuft auf PC, Smartphone und in VR-Brillen. Powered by AutoBlogger.co
Open source app by James Paterson and Google Creative Lab is a 3D frame-by-frame line drawing animation tool coded with WebVR tech (so can run in-browser):
Artist and coder James Paterson wanted a way to freely animate frame-by-frame in 3D space around him. So he turned to WebVR to create Norman, the open-source VR animation tool he’d always dreamed of. With no prior knowledge of VR coding, James built and refined the tool on a web browser with Javascript.
Norman allows James to create and showcase his distinctive VR animations, and shows how artists can create their own VR tools to bring their creative visions to life, right on the web.
Watch an animated short made entirely with Norman, view the experience (using cardboard, VR Headsets, or just in your browser), or dig into the code of the actual tool.