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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

Building a Reusable Dialog Box Component

A reusable component is capable of utilization in multiple places and contexts within a particular code base. Designing a reusable component is different from designing a single-purpose one in several ways. The most relevant one of these ways is that the reusable component’s functionality must be designed to be customizable by users without the basic code needing to be reinvented for it to be worked with.

We examined parts of DialogBox previously when we looked at how to wrap advancedTexture.getControlByName in a get or set accessor, so let’s build off that to make an important reminder/note.

Important note

The CONTROL_NAMES enumeration lists all the properties implemented by the DialogBox class, but there are more properties than there are controls. Getting or setting a property such as titleText or bodyText operates against a text control’s text property directly.

The key parts of our component are going to...

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