Game Development with Three.js

Game Development with Three.js pdf epub mobi txt 電子書 下載2025

出版者:Packt
作者:
出品人:
頁數:118
译者:
出版時間:2013-10
價格:£30.98
裝幀:平裝
isbn號碼:9781782168539
叢書系列:
圖書標籤:
  • 遊戲開發
  • html5
  • WebGL
  • GameDev
  • 3D
  • Three
  • js
  • 遊戲開發
  • WebGL
  • JavaScript
  • 前端開發
  • 3D圖形
  • 遊戲引擎
  • 網頁遊戲
  • 計算機圖形學
  • 開源技術
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具體描述

The advent of WebGL and its inclusion in many browsers enabled JavaScript programs running in a web browser to access the GPU without a plugin or extension. Three.js is a next generation high-level library that makes it possible to author complex 3D computer animations that display in the browser using nothing more than a simple text editor. The development of these new tools has opened up the world of real-time 3D computer animations to a far broader spectrum of developers.

Starting with how to build 3D games on the web using the Three.js graphics library, you will learn how to build 3D worlds with meshes, lighting, user interaction, physics, and more. Along the way, you’ll learn how to build great online games through fun examples. Use this book as a guide to embrace the next generation of game development!

Moving on from the basics, you will learn how to use Three.js to build game worlds using its core components, including renderers, geometries, materials, lighting, cameras, and scenes. Following on from this, you will learn how to work with mouse and keyboard interactions, incorporate game physics, and import custom models and animations. You will also learn how to include effects like particles, sounds, and post-processing. You will start by building a 3D world, and then create a first person shooter game using it. You will then be shown how to imbue this FPS game with a “capture the flag” gameplay objective. With Game Development with Three.js, you will be able to build 3D games on the Web using the Three.js graphics library.

著者簡介

Isaac Sukin has been building games since he was eight years old, when he discovered that Nerf Arena Blast came with a copy of Epic Games' Unreal Editor. At 16, he became co-leader of the Community Bonus Pack team, an international group of game developers for the Unreal Engine that won 49 awards over the next few years. He started learning to code around the same time by developing an open source Facebook-style statuses system that thousands of websites have adopted. Since then, he has been increasingly drawn to interactive JavaScript on the web. He created an open source 2D game engine in early 2012 and then dove into Three.js. As of 2013, he is a senior, studying entrepreneurship and information management at the Wharton school at the University of Pennsylvania. He has worked for Twitter, First Round Capital, and Acquia among others, and was previously a freelance consultant and developer. He is also a founder of Dorm Room Fund, a student-run venture capital fund that invests in student-run startups. You can find him on GitHub and Twitter under the alias IceCreamYou or visit his website at www.isaacsukin.com. He has previously published short stories and poetry, but this is his first book.

圖書目錄

Preface
Chapter 1: Hello, Three.js
Chapter 2: Building a World
Chapter 3: Exploring and Interacting
Chapter 4: Adding Detail
Chapter 5: Design and Development
Index
Preface
Up
Chapter 1: Hello, Three.js
The wonderful world of Three.js
Let's code!
Been there, scene that
Choosing your environment
Summary
Up
Chapter 2: Building a World
Geometries
3D primitives
2D primitives
Custom geometries
Text
Materials
A city scene
Lighting
Shadows
Renderers
Summary
Up
Chapter 3: Exploring and Interacting
Keyboard movement and mouse looking
Clicking
Timing
First-person shooter project
Designing a map
Constructing a player
Player movement
Physical movement
Updating the player's movement and rotation
Player collision
Voxel collision
Bots
Bullets
Updating the game loop
Summary
Up
Chapter 4: Adding Detail
Setting up CTF
Asset management
Loaders
Exporting to Three.js
Exporting from Three.js
Managing loaders
Mesh animation
Morph animation
Skeletal animation
Particle systems
Capturing the flag
Particles and Sprites
Particle systems
Sound
Renderer effects and postprocessing
Summary
Up
Chapter 5: Design and Development
Game design for the Web
Performance
Bandwidth/network constraints
Level of detail
Rendering optimizations
Battery life and GPU memory
Performance-measuring tools
Networking and multiplayer
Technologies
Anticheating
Development processes
JavaScript best practices
Existing workflows and level development
Summary
Up
Index
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