AR/VR Tools and Resources
Table of Contents
1 AR/VR Tools and Resources
An intro to VR/AR Tools and Resources
2 About Me
3 Needed Parts
- Idea (Script, storyboard, etc)
 - Assets (Images, Objects)
 - "World" (Rendering Engine, Physics Engine, etc)
 - Platform (iOS, HTC Vive, Android)
 
4 Overview
Before we get started you need to know a bit about how VR and AR work
5 Game Engines (The Full Monty)
Full featured rendering, physics, multiplatform targeting, stores, build pipelines, etc
- Unity
 
https://unity3d.com/ https://unity3d.com/unity/features/multiplatform/vr-ar
- Unreal
 
https://www.unrealengine.com/ https://www.unrealengine.com/en-US/vr
- Cryngine
 
- Torque
 
6 Rendering Tools (DIY)
- ARKit (iOS)
 
https://developer.apple.com/arkit/
- ARCore (Android)
 
https://developers.google.com/ar/
- ThreeJs (Rendering only JS)
 
- A-Frame (JS)
 
- AR.js (JS)
 
7 Physics Tools (DIY)
Without physics, objects will render but they wont interact with eachother in any meanful way
- Bullet Physics
 
https://bulletphysics.org https://github.com/kripken/ammo.js/ (JS Port)
- Cannon JS
 
- ReactPhysics3d
 
8 Object Detection (DIY)
9 Modeling Applications
- Blender (Free)
 
- Maya ($$$)
 
https://www.autodesk.com/products/maya/overview
- 3d Studio Max ($1500 per year)
 
10 Pre-made Assets
Sketchfab - 3d Models ($)
Free3d - 3d Models (mostly free)
Unity assets store - much more than models
Unreal assets store - much more than models