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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 the Environment with Lighting and Materials

Welcome to Chapter 10! This chapter is brought to you by The Number 5, twice. Babylon.js v5 brings with it not only incredibly powerful and fast features but also a suite of new tools to help work with almost every area that a game engine could ask for from a framework. We’ve worked with several of them already, including just this past chapter on the GUI Editor (GUIE). Previously, we’ve worked with the Particle Editor in the Inspector in addition to the GUIE and the Playground. But that’s not all of them, not by a long shot.

As we cover the IBL Toolkit and the Sandbox in this chapter, the shadow of a giant looms over us. The mighty Node Material Editor (NME) will be the topic of the next chapter, and we’re going to use this chapter to prepare for it by leveling up our knowledge of some important topics in 3D graphics programming.

When it comes to the graphical experience of a game or 3D application...

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