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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

Summary

If it feels like we’ve been skirting a deep examination of this and the other topics we’ve covered so far in this chapter, then either you have a good sense of intuition or you read the title of this chapter. As this chapter’s title suggests, we’re only scratching the surface of a topic not only wide but deep in its complexity. That doesn’t mean that we haven’t covered a lot of material – quite the opposite! We started this chapter by learning a bit about some of the shader concepts and the differences between Vertex, Fragment, and Compute shaders. Each type of shader is a specialized software program that runs on the GPU once for every piece of geometry (vertex) and every pixel (fragment) on the screen.

None of the shader instances has any memory about things that happened in the previous frame and don’t know what any of their neighbors are doing. This makes shader programs a little bit mind-bending to work with initially...

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