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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

Ramping up on Babylon.js

At the risk of sounding hyperbolic, Babylon.js (BJS) is nothing short of incredible in how fast effortless, and fun it can be to work with 3D graphics and games. Most game and graphics engines come with sizable footprints in terms of size and computing resource requirements, but BJS is different because it can run in a web browser. The BJS team has created a rich web-based tooling ecosystem that covers a wide range of development workflows and use cases to support developers and designers from many different angles. After establishing some shared vocabulary and reviewing some basics, we will begin our journey with the Babylon.js Playground (PG). After this chapter, we’ll have laid the foundations for Space-Truckers by creating and rendering a basic animated scene that uses the PG along with content from the asset library.

In order to get from where we are to where we want to be, we’ll divide the work into these sections:

  • Catching up...
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