![]() ![]() Step 2: Improve Aesthetics for Virtual Reality Scene In the next step, you will add animations and use other A-Frame VR libraries for more visual effects. ![]() This concludes the first step, setting up the game scene’s basic geometric objects. Animating Ocean and the fixed white cursor ( Large preview) You can view this scene by using your favorite VR headset. In your preview, you will see the following basic virtual reality scene. “Show Live” button in glitch project ( Large preview) Note that any changes in your editor will be automatically reflected in this preview, barring bugs or unsupported browsers. ![]() To preview the webpage, click on “Preview” in the top left. In your code, add the following after the cones from above. Next, add an ocean, which we will temporarily represent with a box, among your icebergs. Just below your a-camera entity, add several icebergs using low-poly cones. Just below your a-light entities, add the following: Next, add a camera with a custom position to replace the default A-Frame camera. This is analogous to a flashlight which, as the name suggests, points in a certain direction.Īgain, as the name suggests, this emanates light from a point. However, a blue ambient light results in a blue hue. For example, the objects in this Low Poly Island scene are all white. If you wanted a blue tint on all objects, resulting in blue-ish shadows, you would add a blue ambient light. This is an ever-present light that appears to emanate from all objects in the scene. Īfter your sky, add lighting to replace the default A-Frame lighting. Between your a-scene tags, add the a-sky entity. Moving forward, all objects in the scene will be added between the. To start, add a fog, which will obscure objects far away for us. Note: You can learn more about A-Frame VR at aframe.io. This creates an empty scene by using A-Frame’s default lighting and camera.Įrgo | Endless Runner Game in Virtual Reality Then, type in the following for a basic webVR project, using A-Frame VR. Start by deleting all existing code in the current index.html file. Glitch project: the index.html file ( Large preview) Next, click on index.html in the left sidebar.Click on “hello-webpage” in the drop down.Click on “New Project” in the top right.Alternatively, the deployed website can be loaded by a standalone VR headset. The deployed website can then be loaded on your mobile phone and placed inside a VR headset. This allows you to code from your desktop and automatically deploy to the web. You will start by setting up a website with a single static HTML page. A preview of the game scene’s basic geometric objects ( Large preview) As you progress in the tutorial, you will add various animations and effects to transform these basic geometric entities into icebergs sitting in an ocean. It is composed of a few basic geometric shapes and includes custom lighting, which we will describe in more detail below. In this step, we will set up the following scene for our game. Note: A demo of the final product can be viewed here. (I use Google Cardboard, which is offered at $15 a piece.) A virtual reality headset (optional, recommended).To get started, you will need the following: I’ll specifically introduce more A-Frame VR concepts such as stylized low-poly entities, lights, and animation. In this tutorial, I’ll also show you how you can synchronize the game state between two devices which will move you one step closer to building a multiplayer game. I’ll explain the magic behind the gaze-based controls for our VR-headset players by removing the game control’s dependence on a keyboard. Today, I’d like to invite you to build an endless runner VR game with webVR - a framework that gives a dual advantage: It can be played with or without a VR headset. Virtual reality (VR) is an experience based in a computer-generated environment, and following Alvin’s introduction to programming in VR, this article series aims to introduce more VR concepts in the context of building a game. ![]()
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