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

Creating the Orbital Mechanics Simulation

When thinking about the various components involved in SpaceTruckerPlanningScreen, it’s important to consider how the simulation runs. Every frame (actually, it could be potentially more than once per frame, but for simplicity’s sake, we’ll go with once per frame), the physics simulation updates its own internal state. That state is largely opaque to us – though if needed we can always access it – but is manifested through the post-physics step changes that are made to an object’s position and/or rotation. To make our CargoUnit perform the necessary gravitational boogie, we need to tell the physics simulation the force it should impart, calculated from the accumulated gravitational forces of the system.

Though very similar in appearance, the InFlight game state has two major differences from ReadyToLaunch: when we are InFlight, we want the cargo to be affected by the gravity of all the different...