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JavaScript (A-Frame, Three.js, WebVR, ReactVR, React Native, etc.) for non-gaming VR and AR development?
My question is: how mature are Javascript solutions for full-fledged VR, AR and 3D work? Compared to Swift, Java and 3D engines e.g. Unity3D and Unreal Engine? I repeat - ordinary applications, not games.
It is very interesting to know the opinion of those who have programmed in both Swift/Java and React Native.
What is the performance of your JavaScript applications? Were all libraries available or did you have to add native code? Is it possible to get by with just JS?
//Clarifying offtopic:
There are a lot of laudatory articles about React Native! Its near-native performance and development speed. But as an example, very simple CRUD applications are shown.
What if I need to develop an application that reads a barcode, displays a 3D object on top of it in AR, and has the ability to view this object in VR with a helmet? What if I need to interact with CoreML, HealthKit, camera and maps? Will it turn out that there will be more and more native code, and the use of React Native will simply be redundant?
Thanks for answers!
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All the best that came across under Three.js was in vanilla JS. I found the following explanation for myself: the entry threshold is high, you need to understand the code, and for a specialist, extra spacers are just a drop in FPS.
My question is: how mature are Javascript solutions for full-fledged VR, AR and 3D work?
how mature are Javascript solutions for full-fledged VR, AR and 3D work?
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