A few of commonly asked Exokit questions.
Exokit is an XR web engine.
Exokit was created by Avaer Kazmer after creating Zeo, a WebVR minecraft clone. Avaer recognzied problems that weren’t be solved and decided to start building an engine that would solve these problems.
The future is immerisve, content should be hardware agnostic, it is not possible to do 3D well while focusing on legacy 2D design.
The WebXR Device API provides access to input and output capabilities commonly associated with Virtual Reality (VR) and Augmented Reality (AR) devices. It allows you develop and host VR and AR experiences on the web.
The Exokit Engine aspires to support any 3d web framework. Currently Exokit supports common frameworks and libraries such as THREE.js, A-Frame, Babylon.js. If your framework isn’t currently supported, start a pull request or open an issue.
The Exokit Engine aspires to export natively to any XR device. Currently Exokit can export to a variety of Standalone VR, Standalone Augmneted Reality, Desktop VR, Mobile devices such as: Oculus Quest, Oculus Go, HTC Vive, Oculus Rift, Oculus Rift S.
<script> tags, and provides all of the regular XR web APIs like WebGL/WebXR/WebAudio.
Some of the Web APIs that the Exokit Engine supports are: WebVR, WebXR, THREE.js, websockets, web workers, fetch, HTML, express, react.
Some of the Native APIs that the Exokit Engine supports are: WebGL, Canvas2D, WebAudio, WebRTC, Node, OpenVR, oVR, Magic Leap, Leap Motion, Oculus Mobile, Chromium.
Reality Layers are
<iframe>‘s with added ability to do volumetric manipulation.
Yes, reality layers can interact with eachother via
Report bugs or issues by opening an issue on GitHub.
You can find download links on the home page.
The easiest way to get started is to clone the Exokit repo and then load into an XR site.