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  • Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition
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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

By : Jos Dirksen
4.4 (14)
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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

4.4 (14)
By: Jos Dirksen

Overview of this book

If you know JavaScript and want to start creating 3D graphics that run in any browser, this book is a great choice for you. You don't need to know anything about math or WebGL; all that you need is general knowledge of JavaScript and HTML.
Table of Contents (14 chapters)
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8
8. Creating and Loading Advanced Meshes and Geometries
13
Index

Creating a basic Three.js scene

Setting up a Three.js scene for Physijs is very simple and only takes a couple of steps. The first thing we need to do is include the correct JavaScript file, which you can get from the GitHub repository at http://chandlerprall.github.io/Physijs/. Add the Physijs library to your HTML page like this:

<script type="text/javascript" src="../libs/physi.js"></script>

Simulating a scene is rather processor intensive. If we run all the simulation computations on the render thread (since JavaScript is single threaded in nature), it will seriously affect the frame rate of our scene. To compensate for that, Physijs does its calculations in a background thread. This background thread is provided through the "web workers" specification that is implemented by most modern browsers. With this specification, you can run CPU-intensive tasks in a separate thread, thus not affecting the rendering. More information on web workers can...

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