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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

Improving Runtime Performance with the Scene Optimizer

Developing games for a given platform comes with its own set of unique challenges and benefits. Console games have the benefit of having standard hardware specifications and drivers to target, but at the expense of those same hardware specifications creating severe limitations in other areas, such as RAM or video RAM (vRAM). Browser-based games have their own bag of double-edged swords too – the ubiquitous nature of JavaScript and the web brings similar problems to console developers with restricted hardware specs, and some of the same problems that PC developers must face with a wide variety of hardware combinations.

Using the tools and lessons from this chapter and the preceding chapters of this book, it’s easy to imagine writing some code – a coroutine perhaps – that monitors the real-time performance of the application and makes tweaks to various settings in response to bring frame rates up to...

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