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You're reading from  Game Development with Three.js

Product typeBook
Published inOct 2013
Reading LevelIntermediate
PublisherPackt
ISBN-139781782168539
Edition1st Edition
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Author (1)
Isaac Sukin
Isaac Sukin
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Isaac Sukin

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.
Read more about Isaac Sukin

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As we start building more realistic examples, you'll notice delta parameters being passed around to functions that affect physics. Those deltas represent an amount of time since the last time physics was calculated, and they're used to smooth out movement over time.

The naive way to move objects in code is to simply change the object's position. For example, to move an object across the canvas, you might write obj.x += 10 inside your animation loop to move it 10 units every frame. This approach suffers from the issue that it is dependent on the frame rate. In other words, if your game is running slowly (that is, fewer frames per second), your object will also appear to move slowly, whereas if your game is running quickly (that is, more frames per second), your object will appear to move quickly.

One solution is to multiply the speed by the amount of time that has passed between rendering frames. For example, if you want your object to move 600 units per second, you might write obj.x...

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Game Development with Three.js
Published in: Oct 2013Publisher: PacktISBN-13: 9781782168539

Author (1)

author image
Isaac Sukin

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.
Read more about Isaac Sukin