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Going the Distance with Babylon.js

You're reading from   Going the Distance with Babylon.js Building extensible, maintainable, and attractive browser-based interactive applications using JavaScript

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Product type Paperback
Published in Sep 2022
Publisher Packt
ISBN-13 9781801076586
Length 426 pages
Edition 1st Edition
Languages
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Author (1):
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Josh Elster Josh Elster
Author Profile Icon Josh Elster
Josh Elster
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Building the Application
2. Chapter 1: The Space-Truckers Operation Manual FREE CHAPTER 3. Chapter 2: Ramping up on Babylon.js 4. Chapter 3: Establishing the Development Workflow 5. Chapter 4: Creating the Application 6. Chapter 5: Adding a Cut Scene and Handling Input 7. Part 2: Constructing the Game
8. Chapter 6: Implementing the Game Mechanics 9. Chapter 7: Processing Route Data 10. Chapter 8: Building the Driving Game 11. Chapter 9: Calculating and Displaying Scoring Results 12. Chapter 10: Improving the Environment with Lighting and Materials 13. Part 3: Going the Distance
14. Chapter 11: Scratching the Surface of Shaders 15. Chapter 12: Measuring and Optimizing Performance 16. Chapter 13: Converting the Application to a PWA 17. Chapter 14: Extended Topics, Extended 18. Index 19. Other Books You May Enjoy

Creating the Orbital Mechanics Simulation

When thinking about the various components involved in SpaceTruckerPlanningScreen, it’s important to consider how the simulation runs. Every frame (actually, it could be potentially more than once per frame, but for simplicity’s sake, we’ll go with once per frame), the physics simulation updates its own internal state. That state is largely opaque to us – though if needed we can always access it – but is manifested through the post-physics step changes that are made to an object’s position and/or rotation. To make our CargoUnit perform the necessary gravitational boogie, we need to tell the physics simulation the force it should impart, calculated from the accumulated gravitational forces of the system.

Though very similar in appearance, the InFlight game state has two major differences from ReadyToLaunch: when we are InFlight, we want the cargo to be affected by the gravity of all the different...

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