A room full of momentum.
The pinned XR-cubes example couples a 200-cube bounded physics loop to a 6×6×6 BoxLineGeometry room, XRController events, ray intersections, controller models, and WebGPU’s explicit WebGL2 fallback.
Preparing the WebGPU renderer, room, and controller seam…
- backend
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- cubes
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- room
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- controller
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- pipeline
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- frames
- 0
- boundary hits
- 0
- XR
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- sample avg / p95
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- state
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Derived from the pinned WebGPU XR cubes example. This route preserves the official WebGPURenderer, XRButton, XRControllerModelFactory, setupWebGLXRFallback, BoxLineGeometry, controller select/ray, 200-cube motion, boundary collision, direct-pipeline compatibility, reset, sampling, and teardown seams. Desktop synthetic events are not immersive-session proof; official page pixels, headset/device/compiler matrices, and whole-example fidelity remain separate. Use ?forceWebGL=1 for the explicit WebGL2 reference.