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
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3 Needed Parts
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- 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