Book Image

Going the Distance with Babylon.js

By : Josh Elster
Book Image

Going the Distance with Babylon.js

By: Josh Elster

Overview of this book

Babylon.js allows anyone to effortlessly create and render 3D content in a web browser using the power of WebGL and JavaScript. 3D games and apps accessible via the web open numerous opportunities for both entertainment and profit. Developers working with Babylon.js will be able to put their knowledge to work with this guide to building a fully featured 3D game. The book provides a hands-on approach to implementation and associated methodologies that will have you up and running, and productive in no time. Complete with step-by-step explanations of essential concepts, practical examples, and links to fully working self-contained code snippets, you’ll start by learning about Babylon.js and the finished Space-Truckers game. You’ll also explore the development workflows involved in making the game. Focusing on a wide range of features in Babylon.js, you’ll iteratively add pieces of functionality and assets to the application being built. Once you’ve built out the basic game mechanics, you’ll learn how to bring the Space-Truckers environment to life with cut scenes, particle systems, animations, shadows, PBR materials, and more. By the end of this book, you’ll have learned how to structure your code, organize your workflow processes, and continuously deploy to a static website/PWA a game limited only by bandwidth and your imagination.
Table of Contents (20 chapters)
1
Part 1: Building the Application
7
Part 2: Constructing the Game
13
Part 3: Going the Distance

Part 3: Going the Distance

The last part of the book is where we take our developed game from being a rough demo to a completed application. As a bonus, the final chapter contains a smorgasbord of disparate topics that weren’t addressed in the rest of the text. Guest contributors bring additional context to and detail on other topics of interest within the world of Babylon.js.

This section comprises the following chapters:

  • Chapter 11, Scratching the Surface of Shaders
  • Chapter 12, Measuring and Optimizing Performance
  • Chapter 13, Converting the Application to a PWA
  • Chapter 14, Extended Topics, Extended