Thanks for both hints.
I recently had more contact with gaming engines than I originally wanted and there's always this kind of community-specific vocabulary whenever you cross borders. Oh no,like in real life.
I wrote up a post on my R3F based WebXR hot reloading setup here:
https://github.com/gregfagan/blog/blob/main/xr-remote-displa...
You don’t actually need this if you’re just working on graphics, as usually a flat projection is fine, but it is quite nice to work inside your own XR app while iterating on the interaction.
Nice. I also started looking into possible WebRTC sources and servers since at least this could be integrated quite well into WebXR.
Unfortunately I find myself cycling thru needed components for interactivity these day and being stuck between competing SW and HW constraints.
Will give it a closer read next week.
Re:WebXR
by JoeyJoJoJr on Sunday May 28, 2023 @04:34AM
(#36102220)
IMO, the main impedance towards scripted graphics facilitating hot reloading is that they are generally coded in object hierarchies whose nested is difficult to serialise. I have found using the 2d canvas context as an immediate mode renderer alongside a single global store allows me to create workflows more similar to what one would expect with React.
Is hot-reloading code useful past the development stage? In what way? (I'm not familiar with 3D development at all).
For me it's about allowing more than plain UI interaction and about interactively building immersive working enviroments and tool-spaces.
However, once you cross over into scripting code, you are in fact crossing a barrier, and it does become harder to hot-reload the way you can in a JS app. Like, the fact that Unity scripts are written in C# and have to be compiled and linked is a pretty huge impediment that you don’t face when loading almost any other kind of asset.
I’m right there with you: Hot-reloading and 3D is a thrilling combination, and tools like react-three-fiber are miles ahead of anything I’ve seen in Unity-land in terms of laying foundations for stuff like this. I’d recommend emphasizing “hot-reloading code” when drawing this distinction with Unity/Unreal folks to better get across the magnitude of what you’re looking for.