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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.
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Battery life and GPU memory


Although bandwidth/network speed and processing time are the factors that usually affect the performance of Three.js games the most, battery life and memory constraints may also come into play. For hardcore games, you may be able to assume the user is plugged in, but more casual games should be aware that more processing typically equates to more battery drain. On the memory front, the question is less about storage space and more about the graphics card having a limited amount of embedded memory with which it can perform fast computations. The main thing you can do to limit how much of the GPU's onboard memory you consume is to use compressed textures. (Normally, images such as JPGs and PNGs are decompressed before being sent to the GPU, but compressed textures use a special format that allows the GPU to hold them in embedded memory in a compressed state. Since the compression only matters for the GPU, it doesn't actually save network bandwidth.) Three.js supports...

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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