![]() This means, instead of starting from scratch, we can borrow some tried and trusted ideas from game engine design. A basic game loop might consist of these four tasks:Įven though three.js is not a game engine and we are calling our loop an animation loop, our goals are pretty similar. Most game engines use the concept of a game loop that runs once per frame and is used to update and render the game. Over the rest of this chapter, as we set up the loop and create a simple rotating animation for the cube, we’ll discuss how best to achieve this. That means we need to update animations, perform any other tasks that need to be calculated across frames (such as physics), and render the frame, in less than sixteen milliseconds on the lowest spec hardware that we intend to support. In other words, we need to ensure that all of the processing we do in a frame takes less than 16ms (this is sometimes referred to as a frame budget). render approximately once every sixteen milliseconds. Once we’ve set up the loop, our goal is to generate a steady stream of frames at a rate of sixty frames a second (60FPS), which means we need to call. ![]() We’ll be dealing with time values less than one second throughout this chapter, so we’ll use milliseconds (ms), which are thousandths of a second. We’ll also introduce the three.js Clock in this chapter, a simple stopwatch class that we can use to keep animations in sync. Setting up this loop is simple since three.js does all the hard work for us via the tAnimationLoop method. … and so on in an endless loop called an animation loop. wait until it’s time to draw the next frame.In this chapter, we’ll add a simple rotation animation to the cube. World.js: drawing a single frame with renderer.render The output is the non-moving purple box you can see above. ![]() This method takes a scene and a camera as input and outputs a single still image to the HTML element. We’re using the renderer.render method to draw the scene. But our scene is missing one vital ingredient: movement! We have lights, colors, physically correct rendering, anti-aliasing, automatic-resizing, we know how to move objects around in 3D space, and our code is clean, modular, and well-structured. Over the last couple of chapters, we’ve made amazing progress with our app. Word Count:5347, reading time: ~26minutes The Animation Loop The output from a single call of
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