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Getting Started with React VR

Getting Started with React VR

By : Gwinner
5 (4)
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Getting Started with React VR

Getting Started with React VR

5 (4)
By: Gwinner

Overview of this book

This book takes you on a journey to create intuitive and interactive Virtual Reality experiences by creating your first VR application using React VR 2.0.0. It starts by getting you up to speed with Virtual Reality (VR) and React VR components. It teaches you what Virtual Reality (VR) really is, why it works, how to describe 3D objects, the installation of Node.js (version 9.2.0) and WebVR browser. You will learn 3D polygon modeling, texturing, animating virtual objects and adding sound to your VR world. You will also discover ways to extend React VR with new features and native Three.js. You will learn how to include existing high-performance web code into your VR app. This book will also take you through upgrading and publishing your app. By the end of this book, you'll have a deep knowledge of Virtual Reality and a full-fledged working VR app to add to your profile!
Table of Contents (13 chapters)
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Extending React VR — Native Views


You can also extend React VR itself with something called Native Views. The word view might make you think of a camera rendering, although the meaning, in this case, is a little different. Think of these more as new React VR objects that are native three.js. They are very useful. You could use the three.js code we just went through  to mix in raw three.js programming, but you have limited ability to use declarative programming that way. Is there a more React VR way to do this? You can do this through Native Views.

Extending the language

When you implement a Native View, you can control how properties and code interact with the rest of the runtime code. These injections will usually be visual, although you can inject sound as well. 

You can also implement new Native objects. The programming is similar to what we have done so far; you implement base properties, expose the new keyword to the runtime, and then code them as if they were part of the React VR language...

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