Game Development with Three.js

With Three.js you can create sophisticated 3D games that run in the web browser. This book is aimed at both the professional game designer and the enthusiast with a step by step approach including lots of tips and examples.

Game Development with Three.js

Progressing
Isaac Sukin

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With Three.js you can create sophisticated 3D games that run in the web browser. This book is aimed at both the professional game designer and the enthusiast with a step by step approach including lots of tips and examples.
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Book Details

ISBN 139781782168539
Paperback118 pages

Book Description

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.

Table of Contents

Chapter 1: Hello, Three.js
The wonderful world of Three.js
Let's code!
Been there, scene that
Choosing your environment
Summary
Chapter 2: Building a World
Geometries
Materials
A city scene
Lighting
Renderers
Summary
Chapter 3: Exploring and Interacting
Keyboard movement and mouse looking
Clicking
Timing
First-person shooter project
Summary
Chapter 4: Adding Detail
Setting up CTF
Asset management
Particle systems
Sound
Renderer effects and postprocessing
Summary
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
Development processes
Summary

What You Will Learn

  • Set up a Three.js scene representing a game world
  • Understand the types of Three.js components, including geometries, materials, lighting, cameras, and renderers
  • Interact with your games using the mouse and keyboard
  • Structure your worlds with various approaches to physical collision
  • Construct complex levels using several different methods
  • Extend the Three.js framework with custom game-specific classes
  • Gain insight into development processes and important design and performance considerations for web games
  • Achieve a basic understanding of multiplayer game networking

Authors

Table of Contents

Chapter 1: Hello, Three.js
The wonderful world of Three.js
Let's code!
Been there, scene that
Choosing your environment
Summary
Chapter 2: Building a World
Geometries
Materials
A city scene
Lighting
Renderers
Summary
Chapter 3: Exploring and Interacting
Keyboard movement and mouse looking
Clicking
Timing
First-person shooter project
Summary
Chapter 4: Adding Detail
Setting up CTF
Asset management
Particle systems
Sound
Renderer effects and postprocessing
Summary
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
Development processes
Summary

Book Details

ISBN 139781782168539
Paperback118 pages
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