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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

When condensed down to an outline form, it may not seem like we covered a whole lot of ground in this chapter, but nothing could be further from the truth! Sure, there has been little to no mention of many important areas of performance optimization and measurement. We’ve covered nothing about the use of Octtrees to speed up collisions and mesh selection (https://doc.babylonjs.com/divingDeeper/scene/optimizeOctrees), toggling various convenience caches to reduce memory footprints (https://doc.babylonjs.com/divingDeeper/scene/reducingMemoryUsage), or any other of the almost two-dozen specific optimization heuristics (https://doc.babylonjs.com/divingDeeper/scene/optimize_your_scene) that constitute “low-hanging fruit” areas for improvement. That’s OK, though. This book’s title starts with Going the Distance, not Plumbing the Depths, and we can always detour into those details in the Second Edition (should there ever be one!).

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