React, Meet Virtual Reality
summary
Claim: React can drive VR with native performance if the rendering model changes. Builds a mobile VR engine using Oculus Mobile SDK, embeds SpiderMonkey after a failed Node/js approach, experiments with BGFX (850 fps demo) then moves to a retained scene graph + models approach that scales from 5 laggy/9-crash cubes to ~80 cubes smoothly, adds Bullet for collisions, Assimp for model import and simple React bindings; works well for visuals but lacks spatial audio, shader polish and browser-level WebVR optimizations.
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chapters (27)
- 0:00Intro
- 3:12Spatial Memory
- 3:45Virtual Environment
- 4:17VR Rules
- 4:54Game Engines
- 5:54Multiplayer Support
- 6:27Project Requirements
- 7:21Latency
- 9:42BGFX
- 10:42BGFX Problems
- 11:27Oculus Mobile SDK
- 12:19Virtual Reality Environment
- 14:04Vertex Indices
- 16:10Performance
- 16:50Garbage Collection
- 18:10Data Structures
- 19:16Reimagined Immediate vs Retained Mode
- 19:32Rewriting Everything
- 20:51Gaze and Touch
- 22:11Touch
- 23:40Bullet Physics
- 24:24Shaders
- 25:06Cubemap backgrounds
- 26:09React bindings
- 27:22Browser ish
- 28:30Virtual Reality
- 29:08Conclusion








