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K**H
Book OK, provided code is not
As it stands this book is little more than a rewarmed version of the Three.js online documentation (which itself is not very good). The various chapters are constantly referring to the example code which is available free for download. Unfortunately this code is of poor quality - the examples themselves may run, but trying to figure out why they run (the book typically offers only the briefest of explanations in that regard) can be a frustrating experience. Irrelevant lines of code that should have been deleted remain like unwanted guests at a party. The comment style is terrible: whole sections of code are commented out, or the comments are completely incorrect, e.g. "add the sphere to the scene" directly above a line displaying a torus knot (an entirely different geometrical object). The whole endeavor reads like an attempt to capitalize on the growing popularity of Three.js. Not recommended - read the Three.js docs yourself and supplement with the Interactive 3D Graphics course on Udacity or examples from mr.doob's website.
M**N
Sweet!
For me, this book was a better starting point than "WebGL Up and Running" by Parisi, the "WebGL Programming Guide", or "Professional WebGL Programming" by Anyuru. I was quite pleased with all of the techniques that I had up and running in the Chapter 1 example.It is a thorough look at the features of the library. He explains handy tools that I am eager to put to use. The examples come at good increments.Get this book and give your GPU some exercise!
J**H
Examples don't work, unreadable
This book is just a series of examples. There really isn't an explanation of how, why, or anything else. By the end of the second chapter, you are piecing together snippets of code from all around github and have no idea what this code is actually doing or what the alternatives are. The heavy presence of code in the book makes it unreadable (at least the electronic version). The fact that the examples on github simply don't work makes the book mostly useless as the entire point of the book is to have the user follow along with the examples.
B**R
Great introduction and reference for Three.js
Really liked this book. Uses a lot of examples and code fragment to explain the various features of Three.js. Builds up slowly with easy concept and examples and slowly moves on to the more complex subjects.
T**R
Excellent book
There is a lot of information available on the web about WebGL and Three.js. This book organizes all that information and provides excellent practical examples.
D**E
Great Intro to the Three.js library!
This book contains pretty much everything you need to get started thinking and doing things in 3D on the browser.
Y**G
Five Stars
Very good tutoring.
V**N
A quite comprehensive how-to
The publisher gave me a review copy of the book (in the e-book format). I've made through the first half of it so far, but feel it's enough to make an initial impression."Learning Three.js: The JavaScript 3D Library for WebGL" is comprehensive, and deals not only with the most of Three.js, but also with some related tools and libraries (like Physijs). It contains many colorful illustrations (at least in e-book editions, can't say for printed version though) which is quite important given the visual nature of the subject. It is often easier to show what an example code renders than to explain it in the text. The examples themselves usually provide widgets that allow to change scene parameters and see what happens. Despite that, the examples are quite simple in sense they don't do anything very useful. That would be good for a magazine, but in a book I'd prefer to see bigger, more real-world examples (maybe a 3D game or graph plotter?) that help to understand how to use Three.js in context.The book is quite practical. You'll quickly learn how to perform some common tasks with Three.js, and the author also gives performance-related advices. However, this is also a downside: while describing "how", the book often doesn't say "why". Good for having a job done, not perfect for understanding how the library works.It is said that no prior experience with math or WebGL is required, however I found it useful to know some basic 3D and GLSL to make the most of the book. Otherwise, it is easy to understand and I can recommend the book if you need to quickly build a 3D JavaScript application and don't mind following a how-to approach.
S**I
A good introductory book but you will need more quickly
A fairly comprehensive introductory book at three.js. It covers the basics though I feel it could do more than explain what each object does in some of the middle sections. I enjoyed the first few chapters as it enticed me to follow along with my code, but the later chapters are only descriptions.I noticed some code on the github repo and the book are different and I still can't get my head around why jQuery is used in the first place...Overall a great book, get the new edition as I'm sure it's better.
D**A
Excellent detailed guide
This is a very thorough review of all the aspects of the the threejs library and ideal to ensure that you understand all the components. I am en experienced graphics programmer and this should help me get up to speed really easily.
C**F
it came out to be very useful.
Needed this book to work on 3D computer graphics module, it came out to be very useful.
A**Y
Good.
Good book. Didn't need it in the end, but would recommend.
G**I
fantastic
This is a fantastic book to start with if you don't know Three.JS. Thank Jos, this is what I have been able to do thanks to your book: [...]Best,G.
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