yorkie
Show HN: Understanding the Spatial Web Browser Engine
https://m-creativelab.github.io/jsar-runtime/blogs/spatial-browser-engine.html
After absorbing opinions from the previous post, I wrote an article specifically introducing what a Spatial Web Browser Engine is.
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...
I'll prioritize creating a demo video to showcase JSAR, and will share it soon. Really appreciate your feedback!
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.
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....
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....
Show HN: Spatial Web Browser Engine
Show HN: Added stereo photo rendering to Our Browser Engine – With Copilot
https://github.com/M-CreativeLab/jsar-runtime/blob/main/docs/blogs/stereo-img-rendering-copilot.md
Hi HN, author here.I've been working on JSAR, a new open-source spatial browser engine. Our latest work was to render a stereo 3D photo using just a simple HTML tag (<img spatial="stereo">), without needing WebGL or shaders.The interesting part is how I built it. I paired with GitHub's Coding Agent for the entire process. It was fascinating to see it suggest entire C/C++ functions for...
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.