diff --git a/content.md b/content.md index 7ddc899..6e9e223 100644 --- a/content.md +++ b/content.md @@ -70,7 +70,7 @@ anything up -[Remix the A-Frame Starter Glitch](https://glitch.com/~aframe/) +Remix the A-Frame Starter Glitch --- @@ -206,7 +206,7 @@ positions, rotations, scale) and get a feel for the workflow. > the `position` of the objects via the `position` HTML attribute values. [Read about > positions](https://aframe.io/docs/master/components/position.html). -[Remix Lesson on Glitch](https://glitch.com/~aframe-school-position) +Remix Lesson on Glitch 1. Move the cylinder left by *decreasing* the `position`'s X value 2. Move the box up by *increasing * the `position`'s Y value @@ -215,7 +215,7 @@ positions, rotations, scale) and get a feel for the workflow. -[View Result](https://aframe-school-position.glitch.me/solution.html) +View Result --- @@ -225,7 +225,7 @@ positions, rotations, scale) and get a feel for the workflow. > in degrees. Use the right-hand rule to spatially visualize rotation. [Read about > rotations](https://aframe.io/docs/master/components/rotation.html). -[Remix Lesson on Glitch](https://glitch.com/~aframe-school-rotation) +Remix Lesson on Glitch 1. Rotate the cylinder around the X axis so we see the bottom 2. Rotate the box around the Y axis so the box is facing straight @@ -234,7 +234,7 @@ and give it a rotation to see relative rotations -[View Result](https://aframe-school-rotation.glitch.me/solution.html) +View Result --- @@ -243,7 +243,7 @@ and give it a rotation to see relative rotations > Add primitives the scene by adding HTML elements under ``. [Read > about primitives](https://aframe.io/docs/0.5.0/primitives/). -[Remix Lesson on Glitch](https://glitch.com/~aframe-school-primitives) +Remix Lesson on Glitch 1. Add [``](https://aframe.io/docs/0.5.0/primitives/a-torus-knot.html) to the left 2. Add [``](https://aframe.io/docs/0.5.0/primitives/a-dodecahedron.html) to the right @@ -251,7 +251,7 @@ and give it a rotation to see relative rotations -[View Result](https://aframe-school-primitives.glitch.me/solution.html) +View Result ------ @@ -278,7 +278,7 @@ assets section (pictured above). > Fill in the `src` HTML attributes with image URLs. [Read about applying an > image texture](https://aframe.io/docs/0.5.0/guides/#applying-an-image-texture). -[Remix Lesson on Glitch](https://glitch.com/~aframe-school-textures/) +Remix Lesson on Glitch 1. Add an image texture to the ground, `` 2. Add image textures to ``es @@ -288,7 +288,7 @@ assets section (pictured above). -[View Result](https://aframe-school-textures.glitch.me/solution.html) +View Result ------ @@ -311,7 +311,7 @@ assets section (pictured above). > component](https://www.npmjs.com/package/aframe-text-geometry-component), which > the Inspector can modify the values of live. -[Open Example on Glitch](https://aframe-vaporwave.glitch.me) +Open Example on Glitch 1. Select one of the entities with text in the example 2. Change the [`text-geometry` component's](https://www.npmjs.com/package/aframe-text-geometry-component) `value` property @@ -328,7 +328,7 @@ assets section (pictured above). > is hooked up to the Registry so we can add components from the Registry in the > entity panel. -[Open Example on Glitch](https://aframe-vaporwave.glitch.me) +Open Example on Glitch 1. Add the `static-body` component to ground grid 2. Add the `dynamic-body` component to the torus knot (the purple pretzel in the back) @@ -345,7 +345,7 @@ assets section (pictured above). > entity-component architecture. Decompose the primitive elements in the > *Hello, WebVR* example to ``s with their fundamental components. -[Remix Lesson on Glitch](https://glitch.com/~aframe-school-ecs) +Remix Lesson on Glitch [geometry]: https://aframe.io/docs/0.5.0/components/geometry.html [material]: https://aframe.io/docs/0.5.0/components/material.html @@ -356,7 +356,7 @@ assets section (pictured above). 4. Convert `` to `` with geometry component and material component. Configure the geometry component to be `primitive: plane` 5. Convert `` to `` with geometry component and material component. Configure the geometry component to be `primitive: sphere` with a large `radius: 3000`, and configure the material component to be `shader: flat` so we don't do expensive lighting calculations when we just need a flat color -[View Result](https://aframe-school-ecs.glitch.me/solution.html) +View Result --- @@ -372,11 +372,11 @@ assets section (pictured above). 4. Attach the [light component](https://aframe.io/docs/0.5.0/components/light.html) configured to use `type: point` to the entity 5. **Extra Credit:** Add the animation component from [the Registry](https://aframe.io/registry/) via a `