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

Summary

Glancing back through the previous pages in this chapter, it might be easy to think that we haven’t accomplished a whole lot, but never sell yourself short – the things we’ve covered in this chapter aren’t the most straightforward to understand or wrap your brain around! Constructing and orchestrating the sequencing of SplashScreen starts to ramp up the complexity of our code, not counting the mental whiplash induced by pivoting from that to input in the space of a page.

As stated earlier and not redundantly stated again now, entire thick textbooks can and have been written on the topic of input handling, something we’re trying to cram into a mere fraction of that. Not only that, but we are now able to approach future features with a much clearer picture of how all of the non-game-specific tasks are to be managed and handled.

That statement could be expanded to cover this and the other chapters in this section as well – we&...