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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

Improving the Environment with Lighting and Materials

Welcome to Chapter 10! This chapter is brought to you by The Number 5, twice. Babylon.js v5 brings with it not only incredibly powerful and fast features but also a suite of new tools to help work with almost every area that a game engine could ask for from a framework. We’ve worked with several of them already, including just this past chapter on the GUI Editor (GUIE). Previously, we’ve worked with the Particle Editor in the Inspector in addition to the GUIE and the Playground. But that’s not all of them, not by a long shot.

As we cover the IBL Toolkit and the Sandbox in this chapter, the shadow of a giant looms over us. The mighty Node Material Editor (NME) will be the topic of the next chapter, and we’re going to use this chapter to prepare for it by leveling up our knowledge of some important topics in 3D graphics programming.

When it comes to the graphical experience of a game or 3D application...

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