Description |
1 online resource (212 p.) |
Series |
Conquering JavaScript Series |
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Conquering JavaScript Series
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Contents |
Cover -- Half Title -- Series Page -- Title Page -- Copyright Page -- Dedication -- Contents -- About the Editor -- Acknowledgments -- Zeba Academy -- Conquering JavaScript -- CHAPTER 1: Introduction -- CRASH COURSE WITH Three.js -- WHAT IS Three.js? -- FLASHBACK ABOUT Three.js -- WHY DO WE EMPLOY Three.js? -- HOW DO YOU INCORPORATE Three.js -- WHAT IS REQUIRED TO RUN A Three.js APPLICATION? -- A Computer -- Three.js Developer -- An Editor for Text -- Web Browser -- Web Server -- The Developer Console for the Browser -- WebGL-Supported Device -- Three.js USERS -- THREE EXAMPLES -- Advantages |
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Disadvantages -- CORE CONCEPT -- ADAPTIVE DESIGN -- HANDLING HIGH-RESOLUTION DISPLAYS -- Prerequisites -- Modules es6 -- UNDERSTAND HOW CLOSURES WORK -- LEARN HOW THIS FUNCTIONS -- ES5/ES6/ES7 Stuff -- Use for(elem of Collection) -- WHEREVER POSSIBLE, UTILIZE FOR EACH, MAP, AND FILTER -- Employ Destructuring -- Function Arguments Can Also Be Destructed -- Use the Spread Operator and the Rest Parameter -- Or Clone an Array -- Or Combining Objects -- Employ Class -- Recognize Getters and Setters -- When Possible, Use Arrow Functions -- Use Literals from Templates -- Learn How to Code in JavaScript |
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Visual Studio Code Is a Good Option -- Setup -- Stop or Quit Servez to Stop Serving -- Installation -- Install Using npm -- CDN Installation or Static Hosting -- CommonJS Imports Are Compatible -- Node.js -- Check for WebGL Compatibility -- How to Manage Local Operations -- External Files Are Used to Load Content -- A Remote Server -- Servez -- A Five-Server Node.js -- Http-Server in Node.js -- Server in Python -- Ruby Server -- Lighttpd -- IIS -- FUNDAMENTALS -- Primitives -- Box Geometry -- Flat Circle -- Solid Cone -- Cylinder -- dodecahedron -- Two Dimension (2D) |
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2D Disc with the Hole in Center -- Text Geometry -- Edge Geometry -- WireframeGeometry -- Scene Graph -- MATERIALS -- TEXTURES -- Hello Texture -- Texture Loading Made Simple -- A Texture Is Being Loaded -- Textures from Other Sources Are Being Loaded -- MEMORY UTILIZATION -- PNG versus JPG -- TEXTURE REPETITION, OFFSET, ROTATION, AND WRAPPING -- Lights -- AmbientLight -- HemisphereLight -- DirectionalLight -- PointLight -- SpotLights -- RectAreaLight -- CAMERAS -- Shadows -- BufferGeometry Custom -- KEY FEATURES OF Three.js -- Effects -- Scenes -- Animation -- Mesh Creation -- Scaling -- Render |
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Within Three.js, You Can Track Rendering Performance -- Materials -- Properties of Common Objects -- RECAP OF BASICS -- SUMMARY -- NOTES -- CHAPTER 2: Application Development I -- BUILDING APPS WITH Three.js -- DESIGNING GAME WITH Three.js -- CODE TUTORIALS -- Creating a Feeling of Motion -- WITHIN BOUNDED CONSTRAINTS, INFINITE MOVEMENT -- CONFIGURE THE GAME PROJECT -- ADDITION OF WEBPACK FILES -- TYPESCRIPT ENVIRONMENT CONFIGURATION -- SETTING THE TONE FOR THE GAME -- Setting the Stage -- IMAGINING THE SKY -- FINAL SCENE PLANNING -- INCLUDING GAMEPLAY LOGIC -- INPUT THROUGH KEYBOARD |
Notes |
Description based upon print version of record |
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INPUT VIA TOUCHSCREEN |
Subject |
Software frameworks.
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Computer graphics -- Computer programs.
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Three-dimensional imaging.
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three-dimensional.
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Computer graphics -- Computer programs.
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Software frameworks.
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Three-dimensional imaging.
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Form |
Electronic book
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ISBN |
9781000923971 |
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1000923975 |
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