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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

There’s no better way to learn something new than to just take a stab at carving something familiar from what is unfamiliar territory. At the same time, it can be difficult to determine where and what slices are best to cut off. Here are some ideas, exercises, and examples that might give you a good starting point:

  • Using an example from your IRL world, create a photorealistic recreation of that example’s environment:
    • Use the camera on your smartphone or device to capture the surrounding cube or sphere map texture in as high of a quality as the device allows.
    • Import the pictures into an image editing tool and adjust the image to give it a high dynamic range (make sure to save it in a 32-bit RGBA format!).
    • Export the HDR images in DDS format, then convert them into an ENV file using the BJS texture tools.
    • Create a PG that uses your environment and test it by placing some meshes into the environment. Make sure to configure and give them a PBR Material...

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