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

Understanding Shader Concepts

In the days before standalone GPUs were commonplace, drawing pixels to the screen was a lot different than it is today. Kids these days just don’t know how good things have gotten with their programmable shaders! Back then, you would write pixel color values directly into a buffer in memory that becomes the next frame sent to the display. The advent and proliferation of the dedicated graphics processor as an add-on came in the late 1990s, and it changed the landscape completely. Access to display pixels was abstracted around two major Application Programming Interfaces (APIs): DirectX and OpenGL. There’s an incredibly rich history of the evolution of those interfaces but this isn’t a book on graphics hardware interfaces and their history – it’s a book on present 3D graphics development, so let’s just leave the details to those tomes and summarize them in short.

To avoid the need for developers and end user software...