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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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Toc

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

What this book covers

Chapter 1, The Space-Truckers Operation Manual, gives an overview of the world of Space-Truckers and 3D development with Babylon.js.

Chapter 2, Ramping up on Babylon.js, gets us started with (or refreshed on) Babylon.js with a simple 3D animated scene.

Chapter 3, Establishing the Development Workflow, puts a solid design-and-build time experience into place to allow rapid future development.

Chapter 4, Creating the Application, involves building a stateful application that will host the game.

Chapter 5, Adding a Cut Scene and Handling Input, takes us through imperatively creating an animated “cut scene” and learning how to handle user input of different types.

Chapter 6, Implementing the Game Mechanics, starts off the construction of the main route planning phase of the game. Here, we will augment the existing physics with orbital mechanics and simulated gravitational forces.

Chapter 7, Processing Route Data, involves adding random encounter tables that correspond to a space biome.

Chapter 8, Building the Driving Game, takes us through dynamically generating a route and allowing players to drive along it.

Chapter 9, Calculating and Displaying Scoring Results, deals with capturing and showing stats on player performance in a reusable dialog with the help of the GUI Editor.

Chapter 10, Improving the Environment with Lighting and Materials, covers how we can improve the look and feel of the game by enhancing key visual elements.

Chapter 11, Scratching the Surface of Shaders, discusses extended analogies explaining shaders and writing shader code that doesn’t involve writing any shader code.

Chapter 12, Measuring and Optimizing Performance, explains the heuristics and approaches for testing the runtime performance and the strategies for improvement, along with dynamic runtime optimization with the SceneOptimizer tool.

Chapter 13, Converting the Application to a PWA, explores preparing the application for installation as a Progressive Web Application (PWA). We then go through publishing this to a major App Store and adding support for offline usage.

Chapter 14, Extended Topics, Extended, looks at AR/VR with WebXR and Babylon Native before a foray into photorealistic raytracing and Babylon.js in a CMS or e-commerce scenario.

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