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Development Web Development WebXR

Learn to create WebXR, VR and AR, experiences using Three.JS

Harness the WebXR API and Three.JS to bring immersive experiences, VR and AR, to the browser, including Oculus Quest
Bestseller
Rating: 4.6 out of 54.6 (101 ratings)
933 students
Created by Nicholas Lever
Last updated 2/2021
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • How to easily create VR and AR apps that work in the browser
  • How to use the ThreeJS library to create these apps
  • How to handle controllers
  • How to replace the controllers with custom models
  • How to create architectural walk-throughs, games and training apps.
  • How to add an in world UI
  • Developing AR apps that support real world hit testing
  • Learn game VR techniques such as teleporting and interacting with models in the scene using controllers.

Course content

10 sections • 46 lectures • 4h 54m total length

  • Preview03:40
  • Setting up a secure web server
    00:56
  • Preview06:09
  • A 3D Primer
    05:11
  • The THREE.js Examples
    06:14
  • What have you learned?
    4 questions

  • Setting up a simple THREE.js page using modules
    06:17
  • Creating a rotating Cube
    09:59
  • The THREE.js editor
    07:36
  • Geometries
    06:30
  • Materials
    05:54
  • Loaders
    06:45
  • What have you learned?
    5 questions

  • Preview05:24
  • Customising the VRButton
    11:38
  • Adding user interaction with a controller device
    07:40
  • Adding a button press event to the controller
    09:18
  • Creating a custom controller
    06:40
  • Accessing the gamepad
    09:57
  • Preview08:13
  • Physics in your VR world
    12:17
  • Preview06:41
  • Controllers in an AR app
    07:17
  • Touch gestures in an AR app
    10:17
  • Preview09:30
  • Hand-tracking on the Oculus Quest
    06:15
  • What have you learned?
    10 questions

  • Finding assets online
    06:18
  • Using Mixamo to setup character animations
    02:54
  • Using Blender to export assets
    03:59
  • Using the THREE.js animation system
    07:38
  • What have you learned?
    2 questions

  • XRSystem and XRSession
    03:55
  • XRFrame and XRSpace
    03:25
  • XRInputSource
    05:10
  • What have you learned?
    3 questions

  • Moving around an environment
    06:22
  • Interacting with objects in the scene
    06:58
  • Using a GazeController
    03:23
  • Making the app functional on a none XR device
    04:02
  • What have you learned?
    4 questions

  • Using AR to create a tape measure
    10:58
  • Adding dynamic animation to a product
    04:15
  • An AR online shop example
    08:12
  • What have you learned?
    2 questions

  • Movement by teleporting
    06:22
  • Interacting with meshes
    05:49
  • Preview08:59
  • What have you learned?
    3 questions

  • CanvasUI - part 1
    06:17
  • CanvasUI - part 2
    03:37
  • Using CanvasUI for training
    08:52
  • What have you learned?
    3 questions

  • WebXR examples, articles, videos and repos to inspire and inform you
    00:23
  • Bonus Lecture
    00:44

Requirements

  • An intermediate level JavaScript ability is assumed

Description

WebXR brings both VR and AR to the browser. The API has the massive forces of Google and Amazon behind it so it looks like immersive experiences, using only a browser, are going to make a huge impact in the near future. WebXR works great with Oculus headsets, including the Oculus Quest 2 and the Chrome Android browser is already supporting the API for both AR, Augmented Reality, and VR, Virtual Reality, experiences. But WebXR only harnesses the sensors on a mobile device and creates an agreed definition of how to use this data. To actually visualise 3D content you need a WebGL library and there is no better one to use than Three.JS. This mature Open Source library has many users around the globe and is supported by many developers. Three.JS is at version 118 at the time of writing and is a robust, production ready library. Recently WebXR support was added to the library. Making it easy for developers to create immersive experiences.

In this course you'll learn how easy it is, using Three.JS, to create VR and AR experiences. To get the best from the course you will need to be comfortable with JavaScript coding. No other prerequisites are required.

The course is split into 10 sections.

  1. Introduction - I introduce the history of WebXR, give you a basic primer for those of you new to 3D concepts and show you the Three.JS website and the WebXR examples.

  2. A Three.JS Primer -  is for Three.JS novices to bring you up to speed on the library.

  3. An introduction to WebXR using Three.JS - we look in earnest at your development environment and create our first WebXR examples.

  4. Using complex assets with Three.JS - most things you create for immersive experiences will need complex assets and sourcing, editing, loading and working with them is the subject of section 4.

  5. The WebXR API - gives a review of the WebXR API.

  6. Creating an Architectural Walk-Through - in section 6 we start to create real world examples of immersive content with an architectural walk-through.

  7. Placing a Product in a Room - WebXR lends itself to showing real products in a person’s home and that is the topic for section 7.

  8. Using WebXR for games - VR is perfect for games and we look at the basic ingredients of a game using WebXR in this section.

  9. Using WebXR for training - covers the important topic of using VR for training.

  10. Conclusion - we look at some WebXR examples to inspire you and review what you’ve learnt.

The only tools you'll need are a code editor, in the course I use Brackets, freely available online. The course includes comprehensive resources and code examples. Each code example comes with two versions, one for you to code along with and another that is complete in case you hit a problem. I show you how to use github to host your development work on a secure server so you can easily test your work on a headset, such as an Oculus Quest

It’s going to be fun.

You get a 30 day money back guarantee, so you're nothing to lose, go virtual today.


Reviews

"This is by far the best guide to Three JS, nothing but fun and clearly explains the parts needed for a 3D app. Thanks Nik for taking the time on this! Can't wait to see where this course take me!"

"Thanks for creating the course" - Mr Doob, the creator of Three.JS

"We all Nik fans were waiting for this one when he previously announced it in the Facebook group. And he didn't disappoint us."

"Best Intro/History Video Ever"

"Love it so far! The lessons are concise and to the point. The videos' length seems quite optimized, meaning they are not terribly long yet are filled with just enough information about what's going on. The supplied course project files constitute a valuable facilitation on the way through the course."

"It starts with the basics and then progress to advanced topics. I like the pace and the explanations. Great course!"

"Great course, love the well-chosen examples, just what I needed!"

Who this course is for:

  • Anyone interested in harnessing the latest WebXR API, to create VR and AR experiences that work in the browser without additional installation requirements.

Featured review

Jason L
Jason L
24 courses
9 reviews
Rating: 4.5 out of 54 months ago
So much information. This course is like working with a Senior Dev as a Junior and they cover A LOT of things and then you need to go back to you desk and research most of what they said. I plan on researching each of the topics more and then returning to this course. Great introduction to the content.

Instructor

Nicholas Lever
Game developer
Nicholas Lever
  • 4.4 Instructor Rating
  • 1,258 Reviews
  • 7,100 Students
  • 9 Courses

After getting a degree in Graphic Design, I started work in 1980 as a cartoon animator. Buying a Sinclair ZX81 back in 1982 was the start of a migration to a full time programmer. The ZX81 was quickly swapped for the Sinclair Spectrum, a Z80 processor and a massive 48K of ram made this a much better computer to develop games. I developed a few games using Sinclair Basic and then Assembler. The Spectrum was swapped for a Commodore Amiga and I developed more games in the shareware market, moving to using C. At this stage it was essentially a hobby. Paid work was still animated commercials. 

I finally bought a PC in the early nineties and completed an Open University degree in Maths and Computing. I created a sprite library ActiveX control and authored my first book, aimed at getting designers into programming. In the mid nineties along came Flash and the company I was now running, Catalyst Pictures, became known for creating games. 

Since then the majority of my working life has been creating games, first in Flash and Director, as Director published the first widely available 3D library that would run in a browser using a plugin. 

In recent years game development has involved using HTML5 and Canvas. Using both custom code and various libraries. A particular preference is to use the latest version of Adobe Flash, now called Animate that exports to the Javascript library Createjs. 

I've worked for the BBC. Johnson and Johnson. Deloitte, Mars Corporation and many other blue chip clients. The company I've run for over 30 years has won a number of awards and been nominated for a BAFTA twice, the UK equivalent to the Oscar. 

Over the last 20 years I have been struck by just how difficult it has been to get good developers and have decided to do something about this rather than just complain. I run a CodeClub for kids 9-13 years old and I'm developing a number of courses for Udemy hoping to inspire and educate new developers. Most of my courses involve real-time 3d either using the popular Open Source library Three.JS or Unity. I'm currently having a lot of fun developing WebXR games and playing with my Oculus Quest.

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