Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Going the Distance with Babylon.js
  • Table Of Contents Toc
  • Feedback & Rating feedback
Going the Distance with Babylon.js

Going the Distance with Babylon.js

By : Josh Elster
4.3 (12)
close
close
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)
close
close
1
Part 1: Building the Application
7
Part 2: Constructing the Game
13
Part 3: Going the Distance

Working with PBR Materials and IBL Scenes

StandardMaterial is very forgiving when it comes to being able to use various types of assets. It doesn’t mind if a texture is 8, 16, or 3 bits per pixel or JPEG, GIF, or PNG – it’ll paint a mesh with it. While this is also largely true for PBRMaterial in that it is a robust component and able to operate with a wide range of inputs, the rendered look of any PBRMaterial is far more sensitive to insufficient or improperly formatted texture data. We’re going to look at the specifics of what the Babylon.js PBR implementation expects, as well as the tools that will help create assets that fit those specifications. Later, we’ll go through the heuristics – a set of guidelines – of how to decide what and which assets and values to put into which properties to accomplish a particular look for your material. Let’s start by examining some of the ways to represent an image digitally.

Image Formats...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY