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It'll only do that if ARCore itself takes off. With such small penetration, it's entirely likely that developers will just focus on Apple's ARKit.



likely that developers will just focus on Apple's ARKit

Most likely someone will just build and offer an abstraction layer on top of ARKit / ARCore and solve the problem that way.


Google have already provided this themselves, plus hooked it up to a 3D rendering engine:

https://github.com/google-ar/three.ar.js

That's assuming you're okay with JS, but if you're going cross-platform then it makes sense if you need to have interactive scenes.


The problem with WebVR, is that just like WebGL, it is capped, versus what is possible in actual OpenGL ES.


I've been developing WebGL software for a client for the last few years and my client has had quite good success selling content based on the software and consumers are using the content. The vast majority of browsers fully support WebGL (1).

The biggest performance bottle-neck is the JS itself, specifically stock three.js is quite inefficient. However, that's just a matter of optimising three.js, or using WebGL directly if you need more fine-grained control. You can get a lot done in a browser these days.


I have seen impressive WebGL demos, but for some reason WebGL always makes the GPU sweat more than plain native code driving my fan at full speed, even though it offers less.

Maybe it is a consequence of using JS, I have never researched it.


Writing the code is probably the easiest part of all this. Testing and design are going to be huge.


AR.js seems to be doing it at this very moment




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