Book Image

Game Development with Three.js

By : Isaac Sukin
Book Image

Game Development with Three.js

By: Isaac Sukin

Overview of this book

The advent of WebGL and its inclusion in many browsers enabled JavaScript programs running in a web browser to access the GPU without a plugin or extension. Three.js is a next generation high-level library that makes it possible to author complex 3D computer animations that display in the browser using nothing more than a simple text editor. The development of these new tools has opened up the world of real-time 3D computer animations to a far broader spectrum of developers. Starting with how to build 3D games on the web using the Three.js graphics library, you will learn how to build 3D worlds with meshes, lighting, user interaction, physics, and more. Along the way, you'll learn how to build great online games through fun examples. Use this book as a guide to embrace the next generation of game development! Moving on from the basics, you will learn how to use Three.js to build game worlds using its core components, including renderers, geometries, materials, lighting, cameras, and scenes. Following on from this, you will learn how to work with mouse and keyboard interactions, incorporate game physics, and import custom models and animations. You will also learn how to include effects like particles, sounds, and post-processing. You will start by building a 3D world, and then create a first person shooter game using it. You will then be shown how to imbue this FPS game with a “capture the flag” gameplay objective. With Game Development with Three.js, you will be able to build 3D games on the Web using the Three.js graphics library.
Table of Contents (12 chapters)

Particle systems

Now that our flags are in place and we've learned how to manage the resources we'll need to decorate our world, let's add some additional visual effects. The first type of effect we'll look at is particle systems.

Particles are planes that always face the camera, usually grouped together into a system to create some effect like fire or steam. They are essential for creating great visuals like this colorful heart:

Particles from examples/webgl_particles_shapes.html with shapes by zz85

Capturing the flag

We'd like to set off a celebratory fireworks-style display when the player captures a flag, so if you haven't already done so, go ahead and add the mechanics of capturing flags. The core logic should be in a function we'll call for each player in our physics loop:

function checkHasFlag(unit) {
  var otherFlag = === TEAMS.R ? TEAMS.B.flag : TEAMS.R.flag;
  if (unit.hasFlag) {
    var flag = === TEAMS.R ? TEAMS.R.flag : TEAMS.B.flag;
    if (flag.mesh.visible...