Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

Arrow left icon
Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js FREE CHAPTER 2. The Basic Components that Make Up a Three.js Application 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Requirements for using Three.js

Three.js is a JavaScript library, so all you need to create Three.js WebGL applications is a text editor and one of the supported browsers to render the results. I would like to recommend the following JavaScript editors, which I've used extensively over the last couple of years on various projects:

  • Visual Studio Code: This free editor from Microsoft runs on all major platforms and provides great syntax highlighting and smart completion based on types, function definitions, and imported libraries. It provides a very clean interface and is great for working on JavaScript projects. It can be downloaded from here: https://code.visualstudio.com/.
  • WebStorm: This editor from the JetBrains guys has great support for editing JavaScript. It supports code completion, automatic deployment, and JavaScript debugging directly from the editor. Besides this, WebStorm has excellent GitHub (and other version control systems) support. You can download a trial edition from http://www.jetbrains.com/webstorm/.
  • Notepad++: Notepad++ is a general-purpose editor that supports code highlighting for a wide range of programming languages. It can easily layout and format JavaScript. Note that Notepad++ is only for Windows. You can download Notepad++ from http://notepad-plus-plus.org/.
  • Sublime Text Editor: Sublime is a great editor that offers very good support for editing JavaScript. Besides this, it provides many very helpful selections (such as multiple-line select) and edit options, which, once you get used to them, provide a really good JavaScript-editing environment. Sublime can also be tested for free and can be downloaded from http://www.sublimetext.com/.

Even if you don't use any of these editors, there are a lot of editors available, open source and commercial, that you can use to edit JavaScript and create your Three.js projects, since all you need is the ability to edit text. An interesting project you might want to look at is http://c9.io. This is a cloud-based JavaScript editor that can be connected to a GitHub account. This way, you can directly access all the source code and examples from this book and experiment with them.

Besides these text-based editors that you can use to edit and experiment with the sources from this book, Three.js currently also provides an online editor itself.

With this editor, which you can find at http://threejs.org/editor/, you can create Three.js scenes using a graphical approach.

I mentioned that most modern web browsers support WebGL and can be used to run Three.js examples. I usually run my code in Chrome. The reason is that most often, Chrome has the best support and performance for WebGL and it has a really great JavaScript debugger. With this debugger, which is shown in the following screenshot, you can quickly pinpoint problems, for instance, using breakpoints and console output. This is exemplified in the following screenshot. Throughout this book, I'll give you pointers on debugger usage and other debugging tips and tricks:

60 FPS (0-60)

That's enough by way of an introduction for now; let's get the source code and start with the first scene.

You have been reading a chapter from
Learn Three.js - Third Edition
Published in: Aug 2018
Publisher: Packt
ISBN-13: 9781788833288
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image