Developer Roadshow
summary
Uploader showcases that A-Frame wraps Three.js into HTML custom elements so a spinning cube goes from dozens of WebGL calls to a few tags and actually runs on phone/cardboard and scales to HTC Vive and Oculus with gamepad inputs via navigator.getVRDisplays. Claims: WebAssembly runs near‑native, WebGL2 brings OpenGL ES3 features, Project Quantum targets ~3x faster style computation. Drupal modules (a_frame, Drupal VR) let CMS export scenes; demos are built and playable.
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chapters (42)
- 0:00Mozilla and web mission
- 1:04Firefox and web tech updates
- 3:29Project Quantum performance
- 4:54Tor Uplift privacy
- 5:59Multi-process Firefox security
- 6:41Test Pilot experiments
- 7:21Web Extensions compatibility
- 8:03Get involved with Mozilla
- 9:073D graphics on the web
- 10:10WebGL evolution
- 12:41WebGL live demo
- 13:45Three.js for 3D
- 15:33A-Frame for VR
- 16:39Web Components in A-Frame
- 18:24Gamepad API interactivity
- 19:07What is WebVR
- 20:56VR browser principles
- 22:41Detect VR headsets
- 24:06VR eye distance settings
- 24:50VR motion controls
- 26:12A-Frame primitives
- 27:57Advanced A-Frame ECS
- 30:25Responsive VR design
- 32:33Live VR demos
- 33:15Drupal WebVR integration
- 34:39Future of WebAR
- 35:44Q&A on Mozilla tech
- 45:05WebVR limitations
- 50:30VR in education
- 51:13VR offline with service workers
- 53:20VR storage limits
- 54:46VR privacy and security
- 1:00:16Future of web gaming
- 1:02:02React VR integrations
- 1:02:45WebVR HTTPS requirements
- 1:03:51Drupal VR module
- 1:06:07Multiplayer VR networking
- 1:09:06Shared physical/virtual spaces
- 1:10:10Advanced VR tracking
- 1:11:14WebVR on Windows Phone
- 1:12:18A-Frame licensing
- 1:13:25Future of VR avatars
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