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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

Defining the Encounter Zone

An Encounter Table is what it says on the box: it’s a tabular format of probabilities for certain events to occur based on a random factor. In tabletop and RPG-style games, the random factor is provided by rolling one or more dice of various numbered sides. In computer-based games, the same thing applies, except that instead of tossing physical dice, we’ll generate encounters based on the output of a random number generator.

Like much of the rest of the game objects, the Encounter Zones (EZs) are updateable game components, while each Encounter serves as a container for data defining that encounter. This allows the EncounterManager to choose which EZ should be responsible for running encounter checks, simplifying the logic required in the EZ. Easy, right?

Encounters Overview

The structure of an Encounter table is simple. Down each row is a specific event or encounter that the game designer wants to make possible. A probability column...

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