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Claude/ar workshop web page ao4pfw - #73

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claude/ar-workshop-web-page-ao4pfw
Aug 20, 2026
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Claude/ar workshop web page ao4pfw#73
ureshan2011 merged 2 commits into
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Yasas Sri Wickramasinghe and others added 2 commits August 20, 2026 09:53
…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
@ureshan2011
ureshan2011 merged commit 2302d85 into main Aug 20, 2026
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