WebVR Programming, Live!

WebVR Programming, Live!

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I’ve been doing some live webVR programming on Twitch this past month, and am planning to do more in the future. All past broadcasts are still archived on my channel here: http://twitch.tv/vihart

I started with a line-by-line walkthrough of “Float,” the webVR game I talked about in my last post. Currently I’m working on this year’s webVR holiday project (last year’s was “Child“), which we started from the beginning on the stream, even including setting up the eleVR boilerplate from Andrea’s github and getting confused about whether I had the right file and how to github (git is always the hardest part of programming).

In-between those projects, I streamed the process of making Child compatible with the Vive headset in webVR (If you have a Vive and want to play Child, see the post on Float for info on getting Vive webVR working). The old version for normal browsers and Oculus Rift is at vihart.github.io/child, and the Vive version is at vihart.github.io/child/vive.

To make the player able to move to areas beyond the limits of the walls, we created a new experiment in VR movement design: the Sled. Sit on the sled to activate it, then sled in whatever direction you’re leaning, with the speed scaled according to how far you’re leaning. It feels really natural, and the whole process of doing the vector math was captured on stream while working on Snowplace.

It’s fun live because people in the chat are good at noticing bugs as I type them, and answering my javascript syntax questions. If I’m going to do a stream, I usually tweet an hour or two beforehand, and again when I start, so pay attention to @vihartvihart if you’re interested in catching a stream live, or do twitch follow.


livestream screenshot of trees