hypVR | Hyperbolic VR - Hyperbolic space with webVR support | Frontend Framework library

 by   hawksley JavaScript Version: Current License: No License

kandi X-RAY | hypVR Summary

kandi X-RAY | hypVR Summary

hypVR is a JavaScript library typically used in User Interface, Frontend Framework, Three.js applications. hypVR has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Hyperbolic space with webVR support. WASD + Arrows to move, space or p to play/pause. Numbers 1-9 give different models. A websperience by Vi Hart, Andrea Hawksley, and Henry Segerman, using the hyperbolic space prototype developed at a hyperbolic webVR "hackalot" with Vi Hart, Mike Stay, Henry Segerman, Andrea Hawksley, and Andrew Lutomirski, with help from Marc ten Bosch's 4d graphics shader, Jeff Week's Curved Spaces, Mozilla's webVR framework for THREEjs, etc. Try it at:
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            kandi-support Support

              hypVR has a low active ecosystem.
              It has 131 star(s) with 11 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 1 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of hypVR is current.

            kandi-Quality Quality

              hypVR has 0 bugs and 0 code smells.

            kandi-Security Security

              hypVR has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              hypVR code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              hypVR does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              hypVR releases are not available. You will need to build from source code and install.
              hypVR saves you 73 person hours of effort in developing the same functionality from scratch.
              It has 189 lines of code, 0 functions and 8 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            hypVR Key Features

            No Key Features are available at this moment for hypVR.

            hypVR Examples and Code Snippets

            No Code Snippets are available at this moment for hypVR.

            Community Discussions

            QUESTION

            WebVR not working with latest version of Firefox
            Asked 2019-Feb-06 at 01:57

            I've been experiencing an issue when using the VR functionality of a WebVR project in the recent versions of Firefox. Usually less than a minute after starting VR, SteamVR will begin to flash between responsive and unresponsive while the framerate tanks. Restarting SteamVR and reloading the project will sometimes fix the issue, other times SteamVR will need to be reinstalled completely. Even then the problem will return in the same manner as before, rendering the VR functionality unusable.

            I noticed that an older version of Firefox from June 2018, particularly this one here, does not have this same issue and will run VR without an issue. Was there some change in the WebVR API?

            I created a release for my project here, and you can find a live version here. In order to use the VR capabilities first click the VR icon then press the 'v' key to enter and exit tracking.

            ...

            ANSWER

            Answered 2019-Feb-06 at 01:57

            Sounds like you're running into this recent Firefox bug:

            https://bugzilla.mozilla.org/show_bug.cgi?id=1514417 - "WebVR framerate drops to < 1 FPS after several minutes, requires full restart"

            The bug has been fixed in the latest Firefox Nightly: https://www.mozilla.org/en-US/firefox/channel/desktop/#nightly

            Source https://stackoverflow.com/questions/54540996

            QUESTION

            Custom shader material taking forever to initialize?
            Asked 2019-Jan-29 at 11:39

            I've been working on a raymarched project in three.js for a little over a year now and as the complexity has increased so has the initialization time. It can now take over 40 seconds to load the project in browser however once loaded runs at +60fps. I've tracked down the culprit function through performance tests and it seems to get hung up on the InitMaterial function within three's library. Does anyone have any idea as to what could be causing this hangup? Personally I believe it could be due to the amount of uniforms we use in the shader as there are quite a few of them.

            You can find the code in question here. Note that the globalsinclude.glsl is where the list of uniforms is.

            ...

            ANSWER

            Answered 2019-Jan-29 at 11:39

            This is a problem in general with DirectX on Windows. I suspect if you try the same page on Linux or Mac or start Chrome with --use-angle=gl on Windows you'll see the time drop.

            As an example you can try this ridiculous shader. It takes about 3 seconds to compile on OpenGL but in DirectX the browser will likely decide it's taking too long and reset the GPU process.

            There isn't much a browser can do about that issue as it's mostly in Microsoft's court. Microsoft designed DirectX for native games. Native games can compile shaders offline. The Web can't do that because they are opaque binaries passed to the driver and could be full of exploits.

            There's been talk about adding asynchronous shader compilation functions to WebGL. The shader would still take 40 seconds to compile it just wouldn't block the page. At this point though that's unlikely to happen.

            The only thing I can suggest is simplify your shaders. If you have loops maybe unwrap them and see if that helps.

            Source https://stackoverflow.com/questions/54408908

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install hypVR

            You can download it from GitHub.

            Support

            http://vihart.comhttp://andreahawksley.comhttp://segerman.org/http://reperiendi.wordpress.com/https://github.com/hawksleyhttp://www.geometrygames.org/CurvedSpaces/http://www.marctenbosch.comhttps://github.com/MozVR/vr-web-examples/tree/master/threejs-vr-boilerplate
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          • HTTPS

            https://github.com/hawksley/hypVR.git

          • CLI

            gh repo clone hawksley/hypVR

          • sshUrl

            git@github.com:hawksley/hypVR.git

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