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yorkie

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Show HN: Render 3DGS with element at spatial web browser

m-creativelab.github.io
2 points·by yorkie·11 mesi fa·0 comments

Show HN: Understanding the Spatial Web Browser Engine

m-creativelab.github.io
21 points·by yorkie·11 mesi fa·2 comments

Show HN: Spatial Web Browser Engine

m-creativelab.github.io
20 points·by yorkie·12 mesi fa·24 comments

Show HN: Added stereo photo rendering to Our Browser Engine – With Copilot

github.com
1 points·by yorkie·12 mesi fa·0 comments

JSAR: Browser engine designed for the spatial Web

github.com
1 points·by yorkie·anno scorso·5 comments

JSAR: A brand-new browser engine for Metaverse

github.com
1 points·by yorkie·anno scorso·0 comments

[untitled]

1 points·by yorkie·2 anni fa·0 comments

JSAR: Open-source edition of Meta Augments:)

github.com
1 points·by yorkie·2 anni fa·0 comments

A new Babylonjs GUI way: write spatial panels in HTML and CSS

m-creativelab.github.io
2 points·by yorkie·3 anni fa·0 comments

Write GUIs in 3D space via HTML and CSS

old.reddit.com
1 points·by yorkie·3 anni fa·0 comments

The open source DOM implementation for XR applications

github.com
4 points·by yorkie·3 anni fa·2 comments

Spatial Mini-apps: The next growth curve for web developers?

medium.com
4 points·by yorkie·3 anni fa·2 comments

comments

yorkie
·11 mesi fa·discuss
Yea, WebXR can run at a spatial browser.
yorkie
·11 mesi fa·discuss
Actually, on our own AR devices, JSAR uses OpenXR to enable mixed rendering of web content and Unity scenes together. JSAR itself is a browser engine library, and it currently works in any AOSP + GLES3 environment (which should cover most devices except Vision Pro and Windows). However, I haven’t built a full browser app specifically for mainstream VR devices like the Meta Quest, as the project’s main focus right now is on implementing missing web standards.

I’ve also updated a detailed explanation about this issue—if you’re interested, you can read it here: https://m-creativelab.github.io/jsar-runtime/manual/quick-st...
yorkie
·11 mesi fa·discuss
That's great, thank you for sharing this project!
yorkie
·11 mesi fa·discuss
Thanks for the great suggestion!

I'll prioritize creating a demo video to showcase JSAR, and will share it soon. Really appreciate your feedback!
yorkie
·11 mesi fa·discuss
Currently, JSAR supports rendering WebXR content along with basic Input Sources (including Hand Tracking on XR devices).

Thank you for the recommendation! After having experienced RP1, it appears to be a large-scale web spatial application. I believe JSAR could potentially integrate other WebXR content within environments like RP1's expansive space - which would be quite fascinating. However, to run within JSAR, RP1 would need to support OVR_multiview rendering.
yorkie
·11 mesi fa·discuss
You're absolutely right - the current situation of this project can indeed be confusing. Thank you for bringing this up! Would you mind sharing which XR devices you'd ideally like to see JSAR support? I'd be happy to prioritize building a compatible version for your preferred platform in my roadmap.
yorkie
·11 mesi fa·discuss
Hey, If you have a Rokid ARLite, it comes with JSAR by default and can be used directly. For other AOSP-based devices, such as the Meta Quest, you may need to use the JSAR SDK to develop a new Unity applications yourself: https://m-creativelab.github.io/jsar-runtime/manual/referenc...
yorkie
·11 mesi fa·discuss
Yea, it’s primarily designed for headset or AR glasses, but it can also function as a special web browser for desktop platforms (e.g., macOS). By default, the window is a 3D space where you interact with web content (both 2D & 3D).

You can download the macOS version I just compiled today from https://m-creativelab.github.io/jsar-runtime/download.html. Try opening a supported web page with it, such as: https://github.com/M-CreativeLab/jsar-runtime/tree/main/fixt....
yorkie
·11 mesi fa·discuss
Oops, Thank you for catching this, I will fix it.
yorkie
·11 mesi fa·discuss
I've added a download page at https://m-creativelab.github.io/jsar-runtime/download.html. There, you can download the macOS application which allows you to open HTML files. You can also find sample HTML files here: https://github.com/M-CreativeLab/jsar-runtime/tree/main/fixt....
yorkie
·11 mesi fa·discuss
Thank you for your suggestion. I will update the examples on the landing page very soon.

By the way, I've already added a download page at https://m-creativelab.github.io/jsar-runtime/download.html. There, you can download the macOS application which allows you to open supported HTML files. You can also find sample HTML files here: https://github.com/M-CreativeLab/jsar-runtime/tree/main/fixt....
yorkie
·anno scorso·discuss
JSAR itself is a browser engine, so it doesn't depend on other browsers' implementations (JSAR follows backward-compatible design principles, meaning it won't modify any existing Web standard implementations but rather extends capabilities based on current standards). I've personally integrated it into an AOSP + Unity environment (with underlying GLES rendering), and anyone can also port JSAR to other GLES-based scenarios.
yorkie
·anno scorso·discuss
Thank you for your interest! First, I’ve written a brief background post on Reddit: https://www.reddit.com/r/WebXR/comments/1ldwwcs/from_the_dec...

In short, JSAR is designed for XR devices like Apple Vision Pro and Quest (though it currently only supports AOSP devices, with a simulator available for macOS). Its most important feature is rendering multiple WebXR applications in the same scene while coexisting with the host environment (e.g., Unity or Unreal Engine). Each WebXR app can use different tech stacks like Three.js or Babylon.js.

Additionally, JSAR implements spatialized HTML and CSS, rendering each DOM element as a 3D object rather than flattening everything into a single 2D texture. This opens up new possibilities for web developers.

Yes, I do want JSAR to progressively align with web standards and improve WPT compatibility (to match engines like WebKit), but that’s not the primary goal. For JSAR, the focus is enabling web developers to incrementally build spatial web applications—smoothly, like how Apple developers work with SwiftUI.

As for the website, it hasn’t been updated in a while and was never optimized for mobile (since this is largely a solo project, and my priority is coding). I’ve moved the documentation to the repo: https://github.com/M-CreativeLab/jsar-runtime/blob/main/docs..., you can browse it directly on GitHub mobile.
yorkie
·anno scorso·discuss
You can use JSAR to mix-render different modern Web 2D and 3D contents inside GLES-based engines like Unity, Unreal and others.
yorkie
·3 anni fa·discuss
My pleasure, you are welcome to contribute this project aboout typescript related improvements :)
yorkie
·3 anni fa·discuss
Thank you for this suggestions, and i have a question here, what do you mean by the react app with layers?