Claude/ar workshop web page ao4pfw - #73
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…ic naming Taps often did nothing and needed repeating. One tap on a phone fires touchend and then a synthesised mouseup roughly 300 ms later, and the same handler was bound to both, so every tap ran twice: the first press placed a crystal and the second, raycasting the same screen point, immediately collected it again. Measured over three taps in three different places, the old build went 935 -> 941 -> 941 blue pixels (one crystal, however often you tapped); the new build goes 2110 -> 3548 -> 3813. Input now goes through Pointer Events, which deliver a single stream for touch, pen and mouse, with a touch-only fallback for browsers that lack them. Android: the orientation handler accepted both deviceorientation and deviceorientationabsolute, which Chrome fires together using different reference frames, so the two readings fought each other. It now locks to whichever event arrives first and ignores the other for the session. An earlier attempt upgraded to the absolute event when it appeared, which was worse — anything already placed had been anchored in the first frame and jumped the moment the frame changed. Verified by interleaving both event types 180 degrees apart: the anchored object holds position to within one pixel. Removed the placed/collected counter from the HUD. Added section 02, explaining how AR works to someone who has never met it. The diagrams are generated from one shared 3D scene by a real projection, so the perspective is correct rather than sketched: an outside view of a phone with its camera frustum, alongside what that phone's own screen shows, then two toggles covering mesh detection and occlusion. The occlusion toggle is the useful one — turning it off shows the object floating in front of the box it is standing behind. Toggle state lives on a wrapper attribute rather than a <style> block inside each SVG, because inline SVG styles are document-scoped and the two toggles would otherwise cancel each other out. Niantic Lightship is now the Niantic Spatial SDK and lightship.dev redirects to nianticspatial.com, so the link and name are updated and a spotlight panel now lists what students actually get: meshing, depth and occlusion, semantics and object detection, VPS, shared AR, and Unity/Swift/Kotlin plus Quest 3 support. No pricing claims, since only third-party figures were available. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01G65FiJqW3AbKjyjgP9h4ku
Drops the click-to-load board along with the CSS and the iframe loader that existed only to serve it, so no dead styles or handlers are left behind. The design section now ends on the research figures and their citation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01G65FiJqW3AbKjyjgP9h4ku
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