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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

Marking Out the Route

A key aspect of the gameplay of Space-Truckers is how the path taken by CargoUnit in the route planning phase affects the challenges – and the rewards – of the driving phase. We’ve already tackled the ballistic flight mechanics of the route planning, so now, we need to capture that route and data about the environments it traverses. The following diagram shows the primary properties of our route and how they might be represented:

Figure 7.2 – Various pieces of telemetry are captured during the in-flight part of route planning. The Position, rotation, velocity, and a timestamp are all collected for each sample

Here, the idea that CargoUnit is what is responsible for saving its path, which translates out to the CargoUnit class, thus gaining a new routePath[] property along with associated logic in the reset() and update() methods to clear and update the path, respectively. The data itself is simple, though we...

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