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Product details

File Size: 21843 KB

Print Length: 302 pages

Publisher: Packt Publishing (January 30, 2015)

Publication Date: January 30, 2015

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00T0C8EMA

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Amazon Best Sellers Rank:

#806,193 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

This is the 3rd book on Three.js by this author. When I used it was the most recent but I see there is another one now. This publisher has several formats for books. The author has been basically working his way threw the formats for the same subject. This is not bad. I suspect that each version is an improvement over the last one. This book was fairly well polished and obviously not the first one on the subject by this author.I rather liked this format. I needed quick well targeted examples to complete a school project. I found them in this book and took many code snippets (properly credited of course).All the examples however assume that there is nothing on the page but the canvas that is running WebGL/Three.js. I needed just a window and had other text on the page to document my project. I looked several places and could not find a solution. I wrote the author about this omission. In a couple of days he gave me back the example that I needed. I had been making the problem much more complicated than necessary. I hope he included it in his next installment.Again, I rather like the cookbook format and will look for them again from this publisher.

This (expensive) book was a disappointment for me. It did not provide the additional insight I had hope for into the usage of three.js over what one can already gather from the online documentation (http://threejs.org/docs/) and other internet sources. Unfortunately there are very few three.js reference books available and most of them are by the same author thus I am not really inclined to try another one.

My original review was not early as glowing as my update now is! There would appear to be some missing instructions at the beginning of the book that one must do to get the examples running (copying /libs directory, updating path/ensuring webGL compatibility of browser) that might seem pretty obvious to people who do JS everyday, but to those of us occasional coders who want to get up and running quickly with the code this can be time consuming and frustrating.Other than that, it's pretty easy and fun to test the examples prior to jumping in the code and starting to play with them, adjust parameters, etc. These suggestions would enable alot of us to pick up stuff quickly by immersion.Great effort!

Should have read reviews before buying this book. Was hoping for more in-depth explanations past what online tutorials and documentation already offer. This book with be useful for someone just starting out with Three.js and looking for various examples and topics but not for someone that has been working with Three.js for over a year.

An excellent supplement to other works by this author.

The Three.js Cookbook (ebook version) was a pleasant surprise because I expected less explanation and effort to making each recipe more of a skill than a single-use trick.I really enjoyed how the subject matter is handled here. Although billed as a tome of separate "recipes", this book is actually much more cohesive and makes a good primer on Three.js. Each "recipe" could be used to quickly solve a particular problem or help you learn a new facet of Three.js, but each "recipe" also seems to lead to another that can build on it and take you further along the technique in question. Unlike a so-called beginner's guide, however, the book does not rush you through the creation of one single app while leaving you wondering what in the heck you just did.Another reason that I liken this book to a primer is that it also offers a generous helping of how, why, and when between the code samples. Most "recipes" come with some background. In a way it reminds me of the cooking series "Good Eats" -- these are not just "recipes", they're lessons too.

In the book “Three.js Cookbook”, I found the organization and gradual progression from basics such as getting started to more advanced recipes for development; such as geometries, meshes, camera and lights, animation, etc.; using Three.js library very useful. No doubt Three.js is wonderful and reduces a steep learning curve with WebGL. Some of those who (includes myself) did graphics programming using OpenGL, will definitely appreciate the Three.js library.This books assumes, you have background in some background in Three.JS and WebGL. If you are looking to learn Three.JS, please read comprehensive guide "Learning Three.js: The JavaScript 3D Library for WebGL".In e-book I reviewed, I found many nice colorful illustrations and example code. Best of all, code examples I downloaded, each one works well.You can do some interactions (such as camera, lights, animation examples, etc.) with these examples. The examples themselves usually provide widgets that allow to change scene parameters and see what happens.You'll quickly learn how to perform some common tasks using these recipes. Each "recipe" exposes you to solve a particular problem or help you learn a new facet of Three.js. The gradual built-up of each "recipe" leads to another that can build on it. Ultimately combination of these recipes can help you build production ready applications.Overall, the book has met my expectations, could serve as reference as how-to guide. Has plenty of information, to dive right into real world WebGL development with Three.js.Mastering graphics API is not always easy, but I would say this book provides good head start. Many many solutions, tips and recipes

This book will get you started in no time with the Three.js library.Each chapter is a solution to a certain problem, it is well written and the examples are easy to follow.There are also may tips on how to use Three.js but also integrate it with other tools and libraries.I would highly recommend it to anyone wanting to get up and running fast with Three.js

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