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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

Extended Topics

The following are some extended topics for you to try out:

  • Add an “encounter warning” UI indication whenever the truck is within a set distance of an encounter
  • When the ship hits the side of the wall, play an appropriate sound effect. The volume of the played effect should scale with the energy of the impact. Bonus points for spatially locating the sound at the location of the collision.
  • An Encounter Table implies something static. Make encounters more dynamic by loading the list of potential encounters from a remote index repository hosted on GitHub. Community members can contribute new encounters by submitting a Pull Request containing the new encounter’s definition. Once accepted and merged, the encounter becomes available to be used in a game session.
  • As a prerequisite for the preceding bullet, adding the ability for each encounter to use a different mesh/material combination is a necessity. Read the mesh URL from the encounter...

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