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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

There’s no better way to learn something new than to just take a stab at carving something familiar from what is unfamiliar territory. At the same time, it can be difficult to determine where and what slices are best to cut off. Here are some ideas, exercises, and examples that might give you a good starting point:

  • Using an example from your IRL world, create a photorealistic recreation of that example’s environment:
    • Use the camera on your smartphone or device to capture the surrounding cube or sphere map texture in as high of a quality as the device allows.
    • Import the pictures into an image editing tool and adjust the image to give it a high dynamic range (make sure to save it in a 32-bit RGBA format!).
    • Export the HDR images in DDS format, then convert them into an ENV file using the BJS texture tools.
    • Create a PG that uses your environment and test it by placing some meshes into the environment. Make sure to configure and give them a PBR Material...
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