WebXR Playground

Animated XR Models

TLDR: XR.Likhol.at
(optimized for desktop & headphones)

Features I Love

  • Area Light Component – emitting light from meshes
  • Audio Spatialisstion Core – event driven, mostly declarative
  • Asset agnostic – drop photogrammeric scans and animated meshes in
  • Physics engine
  • Gaze controls
  • Procedural Scenes

Component based architecture results in on-the-fly integration of most experimental plugin features and minimal to none backwards compatibility issues cased by transition of their best ones into Aframe core.

Using the declarative principles of Aframe along with Scene Inspector feels like standing on the shoulders of giants. Those tools free up coding time that can be spent on GUI based scene editing and implementation of UI algorithms.

Any achievements on that field can be encapsulated into template components themselves, allowing for clear and safe encapsulation of complex subscenes and their event-based logic.

Natively based on GLTF hierarchy, Aframe is able to import and export all of its scene components as GLTF objects: PBR materials, lights, meshes, animations and cameras can now be edited and produced in multi-role design workflows, allowing for painless handling of scene assets.