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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

Measuring Performance and Identifying Bottlenecks

Effective problem-solving starts by clearly defining the problem that needs to be solved. Sometimes, this is less than obvious, or sometimes, there’s more than one problem that appears to be front and center. Oftentimes, the thing that makes defining a problem difficult is that it is presented as a qualitative statement, like this one: “The Route Planning Screen doesn’t perform well.”

A statement such as that one is unambiguIus in one sense – there’s no doubt as to its meaning – but it is completely opaque in another, for we have no understanding to what degree the performance is poor. That’s the basic difference between having qualitative data and having specific, qualitative measures. Without the former, there’s no understanding of the overall picture, and without the latter, there’s no way to know whether any actions have been resolved, mitigated, or even made...

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