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

Processing Route Data

Although we won’t be looking at the transition between route planning and route driving quite yet, in the big picture of where things stand, generating a route is an integral piece of the Space-Truckers gameplay. In this chapter, we’re going to stick with the previous practice of taking a brief detour into a tangential topic – in this case, that topic will be spiffing up the Sun rendering with some Particle Systems.

Following our detour into particle systems, we’ll dive straight into how to capture, crunch, and consolidate the data from route planning into a rich set of encounters based on location, which will then drive player challenges in the next phase.

What makes this all possible is a technique that has its roots in the earliest days of the RPG – when dark Dungeons filled with dangerous Dragons saw players rolling dice against encounter tables that would determine their fate. The encounter tables for Space-Truckers...