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Going the Distance with Babylon.js

Going the Distance with Babylon.js

By : Josh Elster
4.3 (12)
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Going the Distance with Babylon.js

Going the Distance with Babylon.js

4.3 (12)
By: Josh Elster

Overview of this book

Babylon.js allows anyone to effortlessly create and render 3D content in a web browser using the power of WebGL and JavaScript. 3D games and apps accessible via the web open numerous opportunities for both entertainment and profit. Developers working with Babylon.js will be able to put their knowledge to work with this guide to building a fully featured 3D game. The book provides a hands-on approach to implementation and associated methodologies that will have you up and running, and productive in no time. Complete with step-by-step explanations of essential concepts, practical examples, and links to fully working self-contained code snippets, you’ll start by learning about Babylon.js and the finished Space-Truckers game. You’ll also explore the development workflows involved in making the game. Focusing on a wide range of features in Babylon.js, you’ll iteratively add pieces of functionality and assets to the application being built. Once you’ve built out the basic game mechanics, you’ll learn how to bring the Space-Truckers environment to life with cut scenes, particle systems, animations, shadows, PBR materials, and more. By the end of this book, you’ll have learned how to structure your code, organize your workflow processes, and continuously deploy to a static website/PWA a game limited only by bandwidth and your imagination.
Table of Contents (20 chapters)
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1
Part 1: Building the Application
7
Part 2: Constructing the Game
13
Part 3: Going the Distance

Summary

Let’s take a step back and look at how far we’ve come during this chapter. When we started it, all we had was some route data and a vague idea of what we wanted to happen. Having completed it, we now have a game that can be played from end to end from Route Planning to Driving!

Along the way, we’ve leveraged the Playground to help us define a prototype demo of the driving phase gameplay. It was in that Playground that we learned how to take the raw route data and turn it into a configurable Ribbon mesh with as many or few segments as we’d like. The semi-truck GLB asset was introduced as we learned how to load and prepare assets like this for use in our Scene. Once we learned how to set up the scene, we defined physics and gave our truck the ability to bounce off the route’s walls with MeshImpostor, as well as a way to automatically “kill” the truck if it wanders out of bounds. All that work set us up for smooth integration...

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