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

Technical Requirements

The base set of requirements for running the BJS PG are detailed in Chapter 2, Ramping up on Babylon.js, but in addition to those requirements, there are some additional development tools that we’re going to be using.

Important Note

Although the examples and such are all based on a Windows-based developer experience, there are no Operating System requirements to follow along with this book. All of the tools discussed are available on multiple platforms and any differences in syntax or usage will be highlighted or called out where feasible.

The specific usages of each individual item will be covered during the accompanying chapter material, and it is assumed that you have some familiarity with the tools and/or usage. For information on setting up and configuring a given tool, please see the corresponding link to the tool’s documentation.

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