Gheric Speiginer
Gheric Speiginer
Our character locomotion animations are currently driven by input, rather than by position & velocity. We should drive animations isomorphically by position & velocity (and a state machine baed on...
There are a lot of advantages to moving all Engine logic and state mutation into actions and action receptors. Combined with logging #2799, this will increase the observability and traceability...
Refactor EngineState into multiple state objects: timer, scene, world, xr, etc.
- [ ] Integrate Autopilot (Tap to Move) into our various scenes - [ ] Render target waypoint graphic at tap/click location
When the geolocation api does not provide altitude, we currently fallback on the value 0, which is actually really bad, as 0 is the surface off the ellipsoid, which is...
We should distinguish between entities that have an unknown pose ('null' entity state updates), and entities that haven't changed their state (simply not sending a state update). Not sending down...
There is a slight downwards shift in webgl rendered content along the viewport plane in the portrait axis. Not sure why (yet), but the shift is visible when both of...
1. Remove `url` parameter from `VuforiaAPI.objectTracker.createDataSet` 2. Add `url` parameter to DataSet.load 3. Move the `dataSet.fetch` functionality somewhere that it can be used independent of a DataSet instance, perhaps on...
```ts const state = hookstate({ a: 0, b: 0 }, subscribable()) state.a.subscribe(() => console.log('a changed')) state.a.set(1) // logs `a changed` state.merge({a: 42}) // does not log `a changed` ```