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

Adding a Custom Loading UI

As we start to gain some traction and therefore momentum, we first have to let our engines rev up before we can think about shifting gears. A short exercise in code management is just the thing to get those RPMs up! Once we’ve hit our sweet spot, we’re going to cruise straight into leveraging that work to build our loading screen. Remember, as we progress through the metaphorical gearbox of complexity, we’ll be seeing fewer details such as the following while at the same time covering greater amounts of ground.

Solo Exercise: Refactoring the StartScene to Extract the AstroFactory

To lay the groundwork for this and some future features, we want to extract all the logic involved in creating new planets that aren’t specific to the scene from the startScene. That logic goes into a new astroFactory class. The essentials of this refactoring are straightforward, but the key to it all is going to be creating an array of planetary...