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Project Flowerbed

An immersive WebXR gardening experience written on top of THREE.JS.

Project Flowerbed Screenshot

Technical Deep-Dive Blog Post | Meta Connect 2023 Talk

Running the Project

This project uses yarn 1 as the package manager, and webpack 5 as the build tool. Run:

$ yarn install
$ yarn run serve

to set up the local webpack dev server.

You can access the dev server locally by pointing a web browser to https://127.0.0.1:8081 (on Windows) or https://0.0.0.0:8081 (on Mac). Note the https; WebXR requires a secure connection and doesn't work over http.

Viewing the Project on Headset

If your Meta Quest headset is connected to the same wifi network as your computer, you can visit https://<computer ip address>:8081/ directly on your headset to see Project Flowerbed running on it.

Alternatively, you can connect your headset to your computer using a usb cable, and execute this command on your computer:

$ adb reverse tcp:8081 tcp:8081

Now access https://localhost:8081/ on your oculus browser, and you should see Project Flowerbed run.

Code Structure

The code for the Project Flowerbed experience can all be found in the src directory. This includes the CSS and HTML of the 2D page (found in src/styles and src/subpages), as well as all of the ingame logic (in src/js). Project Flowerbed uses an ECS architecture, and most of the data / components are available in src/js/components, and logic (as systems running per-frame) in src/js/systems.

The code for the 3D model asset pipeline can be found in the asset_pipeline directory, which is run separately from the experience itself.

There is also some code in the server directory for saving and loading gardens on the cloud rather than via local storage; this was a prototype that used Amazon's AWS Lambdas to connect to a database, and is not currently in use in Project Flowerbed. However, the code remains as a resource, and is referenced in some disabled systems.

Modifying Assets

Source files for art and audio assets can be found in the content directory, and generally should be modified in there.

Any content that is modified in the content directory must go through the asset pipeline, which will then create a (usually) compressed version in the src/assets directory -- this version is the one that is picked up for use in the experience.

Note that some assets do not have a version in the content directory, and don't have any extra processing -- such as images or UI definitions.

Different types of source files have different processes for the asset pipeline:

3D Models

$ yarn run compress:gltfs

All 3D models are found in content/models are saved as .gltfs from Blender (not .glbs) with Custom Properties included. The asset pipeline will compress them and convert textures to ktx2 basis textures, and saved with the same name in the same directory under src/assets/models.

Audio

$yarn run compress:audio

All sounds and music can be found in content/audio, and are compressed with ffmpeg and saved in src/assets/audio.

Video

$yarn run compress:video

Similarly to audio, video is compressed with ffmpeg, then saved to src/assets/video.

License

The code for Project Flowerbed is licenced under the MIT Licence, as found in the LICENSE file.

Assets (in the content folder, as well as built versions in the src/assets folder) have their own licenses.

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