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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

Extended Topics

Things are just getting some momentum, but that doesn’t mean there isn’t more to explore and extend what we’ve got already! Here are some ideas for things that you might look at, explore, or build into this chapter’s code:

  • Create or extend the regular Babylon.js Animation type’s capabilities to include 2D GUI controls – or – implement a class that mimics the behavior of the Animation object with GUI controls.
  • Can you spot the defect in the SpaceTruckerLoadingScreen.js code? It’s a bit subtle if you’re reading through it in your head, but there’s definitely a logical defect in the code. Running it won’t cause any errors to be thrown but it does have effects that are visible at runtime under the right conditions.
  • Instead of using a single, full-screen AdvancedDynamicTexture, use one or more mesh-attached textures that are painted onto the meshes in the scene, which can then be...
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