- Taschenbuch: 227 Seiten
- Verlag: O'Reilly and Associates; Auflage: 1 (29. August 2012)
- Sprache: Englisch
- ISBN-10: 144932357X
- ISBN-13: 978-1449323578
- Größe und/oder Gewicht: 17,8 x 1,8 x 23,3 cm
- Durchschnittliche Kundenbewertung: 1 Kundenrezension
- Amazon Bestseller-Rang: Nr. 239.953 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
WebGL: Up and Running (Englisch) Taschenbuch – 29. August 2012
|Neu ab||Gebraucht ab|
Kunden, die diesen Artikel gekauft haben, kauften auch
Es wird kein Kindle Gerät benötigt. Laden Sie eine der kostenlosen Kindle Apps herunter und beginnen Sie, Kindle-Bücher auf Ihrem Smartphone, Tablet und Computer zu lesen.
Geben Sie Ihre Mobiltelefonnummer ein, um die kostenfreie App zu beziehen.
Über den Autor und weitere Mitwirkende
Tony Parisi is an entrepreneur and career CTO/architect. He has developed international standards and protocols, created noteworthy software products, and started and sold technology companies. Tony's passion for innovating is exceeded only by his desire to bring coolness and fun to the broadest possible audience. Tony is perhaps best known for his work as a pioneer of 3D standards for the web. He is the co-creator of VRML and X3D, ISO standards for networked 3D graphics. He also co-developed SWMP, a real-time messaging protocol for multi-user virtual worlds. Tony continues to build community around innovations in 3D as the co-chair of the WebGL Meetup and a founder of the Rest3D working group. Tony is currently a partner in a stealth online gaming startup and has a consulting practice developing social games, virtual worlds and location-based services for San Francisco Bay Area clients.
Welche anderen Artikel kaufen Kunden, nachdem sie diesen Artikel angesehen haben?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
By the end of the book, you will not know how to create a basic light shader, nor how to render a sphere from polygons rather than helper functions. I have nothing against the author and the book really does get you "up and running"--but expect to be highly dependent on three.js and other libraries after finishing.
This book is NOT recommended for those looking to write their own library or learn about shaders or the Graphics Pipeline.
I bought this book of hoping to learn about WebGL not three.js. Very little of the book covers how WebGL works fortunately Amazon has a good return policy.
I bought this book so I wouldn't HAVE to wade through quite so much JS to get where I needed to go... Perhaps I was looking for the wrong book - something of a THREE.js cookbook - but this book's reliance on the Sim.js framework makes it a bit of a wash in my view... Simply because your learning is coupled to that architecture.
However, I do feel that if the book were taken on it's own that it could be something of a course in WebGL. And if you're cool with committing yourself to this relatively unknown Sim.js platform, then the book is freakin' awesome.
It's nice that the book doesn't focus on bare metal WebGL; since that's pretty nasty stuff... But, in fear of the deep end, this book ended up too far in the shallow end of the pool.
In Chapters 2 and on the author uses his own framework, Sim.js, to place object on screen and animate them, so you don't actually learn anything about Three.js. The framework might save you from typing a little code, but more than once he says "It is a bit too simplistic for building large-scale applications or games, but you may still find it useful in your development work." If I'm trying to learn a language or api, inserting someone else's custom programming layer in between me and the actual language doesn't help me to learn it - it just masks the code itself and limits me to what that framework can do. I didn't want to learn Sim.js. I wanted to learn Three.js, and this book did not teach me anything more about it than how to put objects on the screen.