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Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st Edition
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene FREE CHAPTER 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

Creating a basic Three.js scene

Setting up a Three.js scene for Physijs is very simple and only takes a couple of steps. The first thing we need to do is include the correct JavaScript file, which you can get from the GitHub repository at http://chandlerprall.github.io/Physijs/. Add the Physijs library to your HTML page like this:

<script type="text/javascript" src="../libs/physi.js"></script>

Simulating a scene is rather processor intensive. If we run all the simulation computations on the render thread (since JavaScript is single threaded in nature), it will seriously affect the frame rate of our scene. To compensate for that, Physijs does its calculations in a background thread. This background thread is provided through the "web workers" specification that is implemented by most modern browsers. With this specification, you can run CPU-intensive tasks in a separate thread, thus not affecting the rendering. More information on web workers can...

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