What You've Learned

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Transcript

If you follow the code from the beginning, then we started with a very simple three GS scene. Just have a rotating cube, very simple. created a Web GL render a character, the camera, some simple box geometry, created a mesh with some simple material, added that to our scene, and then create a simple animate function that's called repeatedly using the request animation frame option and render the scene of the cube rotating. So very, very simple. We moved on from that and we looked at getting some assets. So we looked at turbo squid and we found a steampunk environment that we could use in our game.

We looked at Maximo and the fantastic way we can get characters and animations. We use that to load in using the SPX loader, our character, and animation, we create a little joystick to allow us to move around. We use ray casting. To stop us walking through objects in our scene creates the preloader so we could see the assets being loaded in. We added a sound effects class so we could hear the audio. We created a simplified version of our game geometry to to allow us to use ray casting to stop in walking through our much more complicated model.

They left us with pretty much a fully fledged game. All set to the bones of a fully fledged game cutscenes the ability to collect assets to to use elsewhere in the game. You have all the bones now to create your own games, but I'm really looking forward to seeing what you do.

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