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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? FREE CHAPTER 2. Flatland and Beyond: VR Programming 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Extending React VR — Native Views


You can also extend React VR itself with something called Native Views. The word view might make you think of a camera rendering, although the meaning, in this case, is a little different. Think of these more as new React VR objects that are native three.js. They are very useful. You could use the three.js code we just went through  to mix in raw three.js programming, but you have limited ability to use declarative programming that way. Is there a more React VR way to do this? You can do this through Native Views.

Extending the language

When you implement a Native View, you can control how properties and code interact with the rest of the runtime code. These injections will usually be visual, although you can inject sound as well. 

You can also implement new Native objects. The programming is similar to what we have done so far; you implement base properties, expose the new keyword to the runtime, and then code them as if they were part of the React VR language...

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