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by rawnlq 3350 days ago
Why is there so much fragmentation already?

React VR backed by facebook (who controls oculus):

      <View>
        <Pano source={asset('chess-world.jpg')}/>
        <Text
          style={{
            fontSize: 0.8,
            layoutOrigin: [0.5, 0.5],
            transform: [{translate: [0, 0, -3]}],
          }}>
          hello
        </Text>
      </View>
A-frame backed by firefox (who controls webvr implementations):

    <a-scene>
      <a-box color="#6173F4" opacity="0.8" depth="2"></a-box>
      <a-sphere radius="2" src="texture.png" position="1 1 0"></a-sphere>
      <a-sky color="#ECECEC"></a-sky>
    </a-scene>
x3dom (supposedly successor to VRML)

    <x3d width='500px' height='400px'>
        <scene>
            <shape>
                <appearance>
                    <material diffuseColor='1 0 0'></material>
                </appearance>
                <box></box>
            </shape>
        </scene>
    </x3d>
3 comments

React VR is just a library on top of WebVR, not a new standard. WebVR is coming, although it isn't "here" yet: https://webvr.info/developers/

It would be like saying that Angular, Vue, and React are causing fragmentation.

A part of it is that the data models are genuinely different and different orgs want to do things in different ways.

Another part of it is that orgs recognize the value of stamping their brand on what they believe is a candidate for the next generation of the web.

But you don't need any of these frameworks to do WebVR; the API is (going to be) a standard and it's relatively straightforward to roll your own if you understand the browser's render loop and any 3D engine. I'm more worried by the fact that so much of today's WebVR code is just a layer on top of THREE.js. It's actually more of a monoculture than it appears on the surface.

Because they're toy technologies. People working in VR predominantly do not use any of these. They work with engine scale platforms or frameworks designed in-house.