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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

Adding a Cut Scene and Handling Input

Much of the work we’ve completed so far has contributed to the whole largely unseen and unheard. The only action we’ve required – or even listened for – from users is a single button click. How boring – and quiet. That’s all about to change, though! In this chapter, we’re going to add some flavor to our app’s launch by adding a Splash Screen that tells the world that everything they’re about to see is “Powered by Babylon.js” in the process of providing players with their first experience with Space-Truckers. We’ll also be giving users agency in the game world by adding inputs for multiple different device types, along with the logic to process inputs into actions in the game.

This seems like a lot to cover in such a short chapter, but thanks to how easy it can be to accomplish tasks in Babylon.js, progress can come faster than you might think.

In this chapter...

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