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Josh Marinacci

Josh Marinacci

Eugene, Oregon •
41 posts •
Unity

Unity WebXR Exporter Update

We are happy to release an updated version of our Unity Exporter. It now supports WebXR, the new cross browser API for VR and AR on the web. Unity is a great tool

Josh Marinacci Josh Marinacci

Getting WebXR to 1.0

As the WebXR standard goes through the final stretch to hit 1.0, we have updated our tools to the final API. WebXR [https://www.w3.org/TR/webxr/] is the new standard

Josh Marinacci Josh Marinacci
MrEd

Lessons from Hacking Glitch

When we first started building MrEd [https://blog.mozvr.com/mred-an-experiment-in-mixed-reality-editing/] we imagined it would be done as a traditional web service. A potential user goes to a website, creates an account, then

Josh Marinacci Josh Marinacci
MrEd

MrEd, an Experiment in Mixed Reality Editing

We are excited to tell you about our experimental Mixed Reality editor, an experiment we did in the spring to explore online editing in MR stories. What’s that? You haven’t heard

Josh Marinacci Josh Marinacci
voxels

VoxelJS: Chunking Magic

A couple of weeks ago I relaunched VoxelJS [https://blog.mozvr.com/voxeljs-next/] with modern ThreeJS and modules support. Today I'm going to talk a little bit about how VoxelJS works internally, specifically

Josh Marinacci Josh Marinacci
voxels

VoxelJS Reboot

If you’ve ever played Minecraft then you have used a voxel engine. My 7 year old son is a huge fan of Minecraft and asked me to make a Minecraft for VR.

Josh Marinacci Josh Marinacci
JingleSmash

Jingle Smash: Performance Work

This is part 5 [https://blog.mozvr.com/tag/jinglesmash/] of my series on how I built Jingle Smash, a block smashing WebVR game Performance was the final step to making Jingle Smash

Josh Marinacci Josh Marinacci
ThreeJS

Building an In-Game Editor

This is part 4 of my series [https://blog.mozvr.com/tag/jinglesmash/] on how I built Jingle Smash, a block smashing WebVR game Jingle Smash [https://vr.josh.earth/webxr-experiments/physics/player.

Josh Marinacci Josh Marinacci
JingleSmash

Jingle Smash: Geometry and Textures

Josh generated all graphics for Jingle Smash in code. One of the magical parts about VR development with the web is that iteration is *so* fast.

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JingleSmash

Jingle Smash: Choosing a Physics Engine

This is part 2 of my series [https://blog.mozvr.com/tag/jinglesmash/] on how I built Jingle Smash, a block smashing WebVR game . The key to a physics based game like Jingle

Josh Marinacci Josh Marinacci
Tools

Immersive Media Content Creation Guide

Firefox Reality is ready for your panoramic images and videos, in both 2D and 3D. In this guide you will find advice for creating and formatting your content to best display on the

Josh Marinacci Josh Marinacci
JingleSmash

How I made Jingle Smash

Building Jingle Smash, a WebVR block smashing game with ThreeJS and CannonJS

Josh Marinacci Josh Marinacci
WebVR

Navigation Study for 3DoF Devices

Over the past few months I’ve been building VR demos and writing tutorial blogs. Navigation on a device with only three degrees of freedom (3dof) is tricky, So I decided to do

Josh Marinacci Josh Marinacci
JingleSmash

Jingle Smash, a WebVR Puzzler

For the past few years I've made some sort of a game or digital creation to share with the world at Christmas. So of course this year I had to make a VR

Josh Marinacci Josh Marinacci
ThreeJS

Jingle Smash, a WebVR Puzzler

For the past few years I’ve made some sort of a game or digital creation to share with the world at Christmas. So of course this year I had to make a

Josh Marinacci Josh Marinacci
ThreeJS

Low Poly style Terrain Generation

One of the magical things about using 3D on the web is that we have the rest of the browser APIs available to us. This includes 2D canvas. There are a bunch of

Josh Marinacci Josh Marinacci
ThreeJS

Procedural Geometry: Low Poly Clouds

Clouds are similar to the procedural trees that we created last time. The difference is that we can’t just add some cloud shaped objects together. Instead we will merge several spheres and

Josh Marinacci Josh Marinacci
ThreeJS

Procedural Geometry: Trees

I’m not a 3d artist. I don’t know how to use Blender or Maya. Instead I create 3D shapes with code. Making geometry from scratch is fairly hard though. You have

Josh Marinacci Josh Marinacci
ThreeJS

Water Ripples with Vertex Shaders

WebGL, and therefore ThreeJS supports vertex shaders. And they are awesome. Why? Because they can do things on the GPU that would be costly or impossible on the CPU. Today we will make

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Tutorials

Customizing Vertex shaders

As a graphics programmer when you first hear about shaders they seem magical. Write tiny bits of code in this weird language and they make crazy effects possible at lightning speed. Then you

Josh Marinacci Josh Marinacci
ThreeJS

Cartoon Outline Effect

In my 3D games and designs I often go for a cute low-poly cartoonish style. I have long wanted to give my models an actual cartoon-like outline, so that’s what we’re

Josh Marinacci Josh Marinacci
ThreeJS

ThreeJS Intermediate Skill Tutorials

ThreeJS [https://threejs.org/] is probably the most used 3D JavaScript library on the web and it’s pretty easy to get started with. However, I found there is little beyond the introductory

Josh Marinacci Josh Marinacci
ThreeJS

Particles Go Wild with Textures

Just a few more posts on particles, I promise. This article is part of my ongoing series of medium difficulty ThreeJS tutorials. I’ve long wanted something in between the intro “How to

Josh Marinacci Josh Marinacci
Tutorials

Snowflake Particles: When Points just aren’t enough

So far everything we’ve built with particles have been classic GPU particles, meaning we used points and the entire lifetime of a particle is calculated from time and constants available when the

Josh Marinacci Josh Marinacci
Tutorials

Reverse Particles and Fading Away

I need to build a sort of vacuum cleaner effect for a little game I’m working on. This means the particles should be distributed randomly in an area then come back to

Josh Marinacci Josh Marinacci
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