Aframe Projects

Primitives

Primitives

A-Frame provides basic geometric shapes (primitives) like boxes, spheres, and cylinders, making them a good starting point to understand entity creation and manipulation.

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Ground

Ground

Creating a ground or floor for your virtual scene using a plane primitive is a relatively simple concept to grasp.
Here is a example

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Lights

Lights

Adding lights to your scene for proper illumination and shading is an important aspect of 3D graphics. A-Frame provides simple lighting components that can be easily implemented.

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Sky Textures

Sky Textures

Applying textures to create a sky or environment around your scene involves working with the sky component and applying textures to it.

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Images and Curved Images

Images and Curved Images

Displaying 2D images within the 3D environment, including curved images for immersive experiences, can be achieved using A-Frame's image component.

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Material Textures

Material Textures

Applying textures with specific material properties, such as roughness or reflectivity, can enhance the appearance of your objects and surfaces.

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Camera

Camera

Understanding and controlling the camera in A-Frame is essential for setting the user's perspective and movement within the virtual scene.

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Animations

Animations

Creating dynamic movement or transformations in your scene, such as object rotations or scaling, involves working with animations in A-Frame.

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Child Entity

Child Entity

Understanding how entities can be nested and how child entities inherit properties from their parent entities is crucial for structuring complex scenes.

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Entity System

Entity System

The entity-component system is a core concept in A-Frame, where entities are composed of components that define their behavior and appearance. This concept is fundamental to working with A-Frame.

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Clickable Objects

Clickable Objects

Implementing interactivity by making objects clickable and triggering actions or events when interacted with by the user requires understanding A-Frame's event system and component development.

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Raycaster

Raycaster

The raycaster component allows for more advanced interaction, such as ray-based picking, which can be used for object selection or pointing-based interactions.

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Cursors

Cursors

Customizing and managing the cursor, which represents the user's input point, involves working with A-Frame's cursor component and event handling.

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Gaze Interaction

Gaze Interaction

Gaze interaction involves detecting and responding to the user's gaze direction or eye tracking. This concept requires integrating additional libraries or components with A-Frame to enable such functionality.

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