Professional WebGL Programming: Developing 3D Graphics for the Web Paperback – May 8 2012
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From the Back Cover
Everything you need to know to develop web games and applications with superb hardware-accelerated 3D graphics
Ready to develop web games and applications with the same high-quality, real-time 3D graphics featured in the most popular native apps? Professional WebGL Programming shows you how, getting you up and running in no time with the knowledge and skills you need to create stunning, graphically sophisticated games and web apps that run on most web browsers. Featuring clear, step-by-step guidance, expert tips and skill-building exercises, supplemented with detailed, hands-on development examples, it covers all the bases, including:
WebGL versus other graphics technologies
Relevant linear algebra
Troubleshooting and debugging techniques
Drawing with the WebGL API
Writing vertex shaders and fragment shaders
Texturing and lighting
Animation and user input
OpenGL ES Shading Language
WebGL performance optimisation
From WebGL basics to building stunning 3D graphics and animations from the ground up, Professional WebGL Programming is your total guide to taking full advantage of this powerful web development technology.
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About the Author
Andreas Anyuru is a Senior Member of Technical Staff at ST-Ericsson, specializing in Web Technologies. He is experienced in developing web graphics and has worked with implementation and optimization of WebGL and many other web technologies for Linux-based mobile platforms.
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Most Helpful Customer Reviews on Amazon.com (beta)
There is a TON of information in this book covering most aspects of 3D, but the concepts are pretty hard core and I think a newbie programmer would be intimidated and not find much of interest, and if you already have a solid foundation in 3D, you might this to be too focused on 3D concepts and not enough on how to switch to WebGL.
Other than feeling this book has a rather narrow audience, my only real complaint is that for such an exciting topic, the book itself leans too much towards the bland presentation of an academic text book with too few illustrations, and example code consists of uninspired projects. Some kind of very basic 3D game would have been much more interesting (and informative) than drawing kitchen furniture. I would have also liked some more information on generating 3D models - the tools/applications that are available and how to pull their models into your code.
3 stars seems a bit too low, but 4 seems too much as the book did not feed my enthusiasm for sitting down and actually learning this stuff.
Here's what I mean: In some programming languages, it takes very few lines of code to produce graphics. Indeed, the Processing programming language will let you write exactly one line of code to produce a triangle on your screen. Then, in the Processing programming language, you can export that program as a web page.
Like most Wrox books, this is very well organized and very instructive. Expect to learn a lot. But don't expect to just throw a couple lines of code up on the screen and get the next great web-based game. If you're willing to work hard, this book is worth it!
I had very little experience with 3D Programming and no experience with OpenGL prior to reading this book and I found it to give a very lucid and easy understanding of all the fundamentals as well as deeper insight in this new field.
Code examples are very usefull for anyone planning to incorparate 3D graphics on their website.
Being the first book I read on the subject I don't have anything to compare to but highly recommend it for anyone who wants to get familiar with WebGL.
A lot of tutorials online are contrived and hard to follow and miss a lot of things. I was worried that this would be a fluff book since WebGL is so new, but that's not true. This book covers everything from the ground up -- even the minimal amount of linear alebra you need to know to get started.
It's exactly what I was looking for.
What the book does is a great job of helping the knowledgeable reader bring all that together to get some basic WebGL shapes, objects and scenes onto your browser screen. For the most part, the alternative is to read the spec itself at the Khronos Group site, which is no way to get started.
I think I was hoping this would be a more complete introduction, and I think back to books like "VRML 2.0 Sourcebook," by Ames, Nadeau and Moreland or "The VRML 2.0 Handbook" by Hartman and Wernecke. I wish Professional WebGL Programming had another hundred or so pages up front to get the reader up to speed, and to help ensure that by the end of the book the reader was better equipped to create some demos of what they learned. This doesn't seem to be that book, and I'm a bit puzzled by who the audience for it is. OTOH, there seem to be plenty of reviews here and elsewhere that indicate the book has been well-received by an audience as-is, so take what I say here with a grain of salt.
I suspect I might have been better off starting with WebGL: Up and Running by Tony Parisi, who has always been extremely skilled in readable technical writing, so prospective buyers may want to look into that as a first option.