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# MARTINS.js WebAR engine
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-Create amazing Augmented Reality experiences with **MARTINS.js**, a GPU-accelerated Augmented Reality engine for the web.
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+[](https://github.com/alemart/martins-js/releases/)
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+[](https://github.com/sponsors/alemart/)
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-**Get started at <https://alemart.github.io/martins-js/>**
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+Create amazing Augmented Reality experiences with **MARTINS.js**, a GPU-accelerated Augmented Reality engine for the web. Users don't need specialized hardware nor dedicated software - only a modern and compatible web browser.
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-MARTINS.js is [developed independently](#author). It is currently in beta.
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+[](https://ko-fi.com/J3J41O00K)
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-|-|
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-| :octocat: [**Support my work on GitHub Sponsors!**](https://github.com/sponsors/alemart/) |
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+MARTINS.js is developed independently by [Alexandre Martins](https://github.com/alemart) and is [dual-licensed](https://alemart.github.io/martins-js/faq#what-about-the-licensing).
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## Features
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+## Why use MARTINS.js?
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+Here is why MARTINS.js is a great choice for creating Augmented Reality experiences:
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+* **No need to download apps!** MARTINS.js is a WebAR engine. It runs in web browsers. Users can access the AR experience immediately.
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+* **Fast and powerful!** MARTINS.js is GPU-accelerated. It uses WebGL2 and WebAssembly for turbocharged performance.
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+* **No need of custom hardware or software!** MARTINS.js is built from scratch using standard web technologies. All it requires is a modern and compatible web browser.
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+* **Fully standalone!** MARTINS.js has in it everything it needs to analyze the environment and help you create AR. There are no additional requirements. It's not WebXR.
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+* **Easy to get started!** MARTINS.js can be used with a `<script>` tag in your page. A static HTML page is enough to get started.
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+## Documentation
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+Full documentation is available at <https://alemart.github.io/martins-js/>.
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+Cool demos are available at <https://alemart.github.io/martins-js/demos/>.
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## Try WebAR right now!
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1. Scan or tap the QR code below with a mobile device.
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[](https://alemart.github.io/martins-js/demo/)
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-## Why use MARTINS.js?
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-Here is why MARTINS.js is a great choice for creating Augmented Reality experiences:
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-* **No need to download apps!** MARTINS.js is a WebAR engine. It runs in web browsers. Users can access the AR experience immediately.
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-* **Fast and powerful!** MARTINS.js is GPU-accelerated. It uses WebGL2 and WebAssembly for turbocharged performance.
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-* **No need of custom hardware or software!** MARTINS.js is built from scratch using standard web technologies. All it requires is a modern and compatible web browser.
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-* **Fully standalone!** MARTINS.js has in it everything it needs to analyze the environment and help you create AR. There are no additional requirements. It's not WebXR.
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-* **Easy to get started!** MARTINS.js can be used with a `<script>` tag in your page. A static HTML page is enough to get started.
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## Browser compatibility
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MARTINS.js is compatible with the latest versions of almost all major web browsers:
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@@ -56,10 +61,4 @@ MARTINS.js is compatible with the latest versions of almost all major web browse
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| ------ | ---- | ------- | ----- | ------ |
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-At the time of this writing, Safari is not yet compatible. MARTINS.js requires WebGL2 and WebAssembly.
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-## Author
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-MARTINS.js is developed independently by [Alexandre Martins](https://github.com/alemart) and is [dual-licensed](docs/faq.md#what-about-the-licensing).
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-See [CONTRIBUTING](./docs/CONTRIBUTING.md) for information on how you can contribute.
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+At the time of this writing, Safari is not yet compatible. MARTINS.js requires WebGL2 and WebAssembly.
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