If you tack '#debug' on the end, a debugger panel shows up, and you can fiddle with things like the blurryness and lighting and some spring coefficients.
Awesome. Does anyone know of something with a similar structure that can be used as a spatial journal or memory palace? I find that when I’m remembering various things I naturally associate them with random geographic places I know and have been looking for an open-world type 3D environment where I could place information (links, document, text) explicitly to help with organization and recall.
The scroll controls the flow, but it doesn't respect OS setting. I am using "inverted" scrolling (aka Windows style) on a Mac, but the site only works with the default Mac style scrolling. Something to watch out for :)
I see a number of folks saying this site ran flawlessly on their phones (and it did on my LG G7, chrome browser), but lags on laptops in various browsers.
Seriously, what is going on here? This tangent is related, but slightly off-topic...
I have a similar issue with 3D graphics at work. We use a HTC vive with a software called Revizto to view industrial 3D models (for what is essentially power plant designs). The problem is that you can only load part of the model because it's apparently too complex for the system to handle and some objects won't render. Say you loaded an architectural model of something a football stadium, with Revizto you can only run perhaps 1/20th, of the model in VR. It works a little better in you double the PC's video RAM, but not much. It's a major pain. However, you can run VR games that seem far more complex, the environments go on forever, and you can even have smooth animations and physics interactions.
What gives? It seems to me I should be able to run my 3D models in VR to run as smoothly as a game. How do I load a complex 3D model to run smoothly in VR?
What an amazing work! Your other websites look amazing too! The website of your 3D Curriculum is really really slow on my Chrome, may be linked with some configuration in terms of performance optimization probably. But on Edge it ran smooth and fast. Congrats for your work!
Aw. That reminds me of the days when Adobe/Macromedia licensed the Havok physics engine and put in Shockwave. For a year or two, about 15 years ago, you could do this in Shockwave on the web. But Adobe dropped the Havok license and took out the physics engine.
The reverse steering seems correct, maybe you could elaborate on what you’d change. It is difficult, because it’s reversed, but that’s what happens when you drive real cars in reverse.
The reverse effect is correct, this is the classic game interaction design challenge of 3rd person vehicle cameras which aren't pegged facing the forward direction of the vehicle.
Our hand-eye coordination does not intuitively adapt to remap the arrow keys relative to the spatial position/orientation of the vehicle, and we keep thinking relative to the screen coordinates itself. After you play with it for about 5 minutes you will project to the car instead of the screen and it will feel intuitive again.
To all the commenters: I was ready to agree, but after testing a second time, initially it behaves as it should, but somehow you can enter a state where the steering in reverse starts acting weird and doing the opposite of what you’d expect. Seems to be related to the camera angles.
Fantastic. Im thinking about building something which will help me to get better job, but Im jus Machine Learning Guy... Its a long way from me to the front end.
Unfortunately I got tired of the gimmick pretty quickly and didn't make it to the next few examples. Having to drive a car just to open a link is too much work!
Does anyone have any _aphysical_ 3D sites? Or videos, sketches, inspirations, whatever?
I'm focused on HMDs and DIY shutter/anaglyph/wiggle 3D and hand tracking above laptop keyboard. For non-novice professional GUIs, why simulate the physical world? That's a big bag of restrictions, unlikely to align well with desired domain affordances. It feels skeuomorphic - nice for onboarding novices, but generally not where you want to end up. But with VR currently focused on gaming and presenting the physical world, and AR on onboarding and reality overlays, there's not a lot of inspiration around for 3D UI design where the "R" isn't a priority.
If something runs horribly in WebGL, it's likely fallen back to software rendering. Device driver versions are routinely blacklisted (and occasionally entire product SKUs), I think usually for security reasons.
A given device (such as what I'm typing this on) might have an Intel integrated GPU, a discrete GPU, and depending on the system configuration run the same content at 1fps, 30fps, or 120fps.
I'm currently doing multiplayer WebGL games, and compatibility is not a very fun aspect of it.
https://bruno-simon.com/#debug