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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

Summary

If it feels like we’ve been skirting a deep examination of this and the other topics we’ve covered so far in this chapter, then either you have a good sense of intuition or you read the title of this chapter. As this chapter’s title suggests, we’re only scratching the surface of a topic not only wide but deep in its complexity. That doesn’t mean that we haven’t covered a lot of material – quite the opposite! We started this chapter by learning a bit about some of the shader concepts and the differences between Vertex, Fragment, and Compute shaders. Each type of shader is a specialized software program that runs on the GPU once for every piece of geometry (vertex) and every pixel (fragment) on the screen.

None of the shader instances has any memory about things that happened in the previous frame and don’t know what any of their neighbors are doing. This makes shader programs a little bit mind-bending to work with initially...

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