A-frame has got a certain amount of traction, it's component based and declarative. It feels like an extensible "VR HTML" (or "VR Web components"). React is similarly component based - but one step removed from the markup.
A-Frame works with React as well, https://github.com/ngokevin/aframe-react ... but I hope that React VR will attract more web developers to the WebVR community! Good to have more friends in the framework space.
Being able to watch a 360 degree video in the browser. Optionally hit a button and put on a headset and use head tracking to look instead of click+drag.
Playing VR games using something like daydream, oculus, etc... All within the browser.
The idea being it keeps the same cross-platform, cross-device, cross-"viewer" (VR headset, phone screen, computer screen, KB+mouse, touchscreen, etc...) that the web is built on.
You probably won't be making the next AAA title in the browser just yet, but it's more than capable of games, videos, and other VR "experiences".
The benefit to having this content in the Web are:
- Open ecosystem
- No gatekeepers or app stores
- No downloads / installs
- Link traversal (hop from one VR experience to another without having to change "apps")
- Instant publish (throw up a site without a review process)
- Instant sharing (Tweet a link to a VR site)
- More accessible for content creators or web developers (HTML, JS)
- Larger audience: no one is going to download a VR app for your small store, but they would more likely click a link on a web page to open it
- Easier to do cross-platform content
It's as if every website needed a downloadable exe and there were no such things as hyperlinks between websites.
WebVR opens up the possibility of navigating between apps, building sites that curate or embed apps - all the richness that distinguishes the web from silo'ed apps.
VR really suits the idea of 'browsing' so making it part of the web is extremely natural.
If you build a part of your business on this, they can pull the license if you sue them for infringement in some completely unrelated area and leave you screwed.
After that I started thinking I should just build in Unity because there was a much greater liklihood of people actually using it with a client they download that actually works rather than hoping they would have a working browser for WebVR.
I also would like to have browser windows available inside of VR for interfacing with remote desktops or any existing 2d interface. Which you can do that with Unity using a browser component from the Asset Store.
But I would prefer using JavaScript/A-Frame if it would actually work for most people.
It seems that Altspace maybe is some custom build of Chromium build because they support aframe.
Totally fine to not want to deal with all of that now. We're all eager for the day that WebVR is stable and in the hands of hundreds of millions.
welp, now I feel old.
Oh, that's right, by THREE.js inside the normal WebGL API.
This is just a fancy way to execute a banal-ly simple 3D scene that takes a single parameter - what text to show. It doesn't do much and I don't see any useful abstractions for the usual 3D primitives and doesn't meet the requirements of 3D programming in general.
Or maybe you just skimmed the blog post in 30 seconds and decided to be negative for the sake of it?
From reading some of the other replies to you, there is an interesting point to be made about how state is managed in this and whether it has any of the same architectural underpinnings of react.js or react native. But you didn't bother to make that point and ended up just sounding grumpy and disinterested. I've read several people recently say they avoid reading HN because of this kind of snark and others say it's made them feel like they wasted their time building something.
It's clearly doing more than you are implying it is.
From what I can see it looks like it's giving you a react-looking way of managing objects, views, and "stuff" for a VR application. It is working with a lot of other things to do some of the heavy lifting rendering wise, but that doesn't mean you can just shrug off the work that's going into this as not "real".
Besides, they are calling it "pre-alpha". Complaining that it's not doing much before it's much more than a name seems overly negative for no reason.
Here are some related notes i dumped on reddit in April 2016 maybe helpful, about doing VR from Clojure: https://www.reddit.com/r/Clojure/comments/4sgjhz/new_clojuri...
Why the negativity?