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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

This chapter may have felt either extremely long, extremely short, or extremely boring, depending on your existing knowledge and experience. The behavior of light in the real world is extremely complicated, so when simulating it in a scene, it’s necessary to make simplifications and assumptions about that behavior.

Traveling in rays from source to destination material, light is modeled using some implementation of the Bi-Directional Reflectance Function (BRDF). This function computes the (ir)radiance or brightness at a given input point and angle from a source of light. The function has a set of terms that are each calculated in separate functions, then combined to provide a result.

The Diffuse term (also called Albedo) accounts for light that has been evenly scattered from the surface of the material, kind of like how a point light evenly projects light in all directions. Specular is the term for light that is reflected from the material directly into the camera...

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