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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

Space-Truckers: The State Machine

People who have some familiarity with game development may be familiar with the idea of a game being structured around a series of loops. An Update loop runs the simulation and physics, moving objects and applying effects according to the latest update. A render loop is when the scene is actually drawn to the screen. We’ve seen examples of this previously, such as when we add event observers for the scene.onBeforeRenderObservable, but that’s at a lower level than what we’re looking at currently. Our application is going to be a host for multiple different BJS scenes and it will therefore need a way to periodically update the application’s state as well as tell the active scene to render. Finally, it must be able to manage to transition between different scenes.

An application of the kind we’re building has some implicit requirements when it comes to how it responds to input and evolves its internal state over...

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