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Babylon.js course

May 1, 2015Toolsjfadev

Babylon.js It is a complete framework for creating 3D games with the help of HTML5 and WebGL based 100% in JavaScript, developed by programmers from Microsoft. It works properly in Firefox and Chrome and is compatible with the following features:

  • Graphic scenes complete, light, cameras, materials and textures
  • Motor collision
  • Scene selection
  • Antialiasing
  • Engine animations
  • Particle systems
  • Sprites and 2D layers
  • Optimization engines
  • Standard materials at the pixel level
  • Fog
  • Blending alpha
  • Alpha testing
  • Billboarding
  • Full screen mode
  • Shadow maps and maps of variation of shadows
  • Rendering textures
  • Dynamic textures (canvas)
  • Video textures
  • Cameras (perspectives and orthogonality)
  • Cloning of mesh
  • Dynamic meshes
  • Maps of time
  • The scenes of Babylon can become in. OBJ, .FBX, .MXB
  • Exports the Blender

 

Below is a video course well very well explained in Spanish fromOscar Uh Pérez (Develoteca) that gives us all the skills needed to put the hands in the dough.

 

 

Also I leave some interesting tutorials of Julian Chenard to start with Balylon.js in the following link: http://www.pixelcodr.com/

 

More tutorials: http://www.babylonjs-playground.com/

 

Repository

Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.
https://github.com/BabylonJS/Babylon.js
3,615 forks.
25,121 stars.
34 open issues.

Recent commits:
  • Fix clusteredLighting bug when setting depthSlices to a value below initial value (#17967)### ProblemSetting `ClusteredLightContainer.depthSlices` to a value **smaller**than the initial default causes the scene to go completely black. Youcan repro with https://playground.babylonjs.com/#6JYGXW#1### Root CauseThe `depthSlices` setter correctly rebuilds the light's uniform buffer(UBO) with the new array size, but it never notifies materials thattheir shaders need to be recompiled, so the old shader would be usedagainst a UBO rebuilt for a different number of slices.### FixAdd `this._markMeshesAsLightDirty()` to the `depthSlices` setter. Thistriggers the standard dirty-flag chain:1. `_markMeshesAsLightDirty()` → sets `_areLightsDirty = true` on everyaffected submesh's material defines2. Next frame, `isReadyForSubMesh()` → calls `PrepareDefinesForLights()`(which normally early-returns when lights aren't dirty)3. `PrepareDefinesForLights()` → calls`light.prepareLightSpecificDefines()`4. `prepareLightSpecificDefines()` → sets `defines["CLUSTLIGHT_SLICES"]= this._depthSlices` (the new value)5. Material detects the define changed → recompiles shader with correctarray size → UBO and shader are back in sync(AI-written human-edited PR description)Before<img width="620" height="665" alt="image"src="https://github.com/user-attachments/assets/deb4f4ff-8bd2-456e-bfb5-f113181a200e"/>After<img width="625" height="641" alt="image"src="https://github.com/user-attachments/assets/cb06a404-31e3-4779-b88a-55f7368fd8c5"/>———Co-authored-by: Georgina Halpern <[email protected]>Co-authored-by: Copilot <175728472+[email protected]>, GitHub
  • [NPE] Removing fresnel block (#17965)Removing fresnel block, this block still needs more thought about it andits not ready for 9.0 release., GitHub
  • [NPE] Updating logic for camera zoom on small meshes (#17964)If we have a very tiny mesh emitter, the camera radius is too big to seethe emission point. This updates the camera logic in the preview so wecan zoom closer to small meshes, while maintaining the regular behaviorin other cases., GitHub
  • Copilot code review instructions to detect missing extension imports (#17961)We sometimes have assumptions in the codebase that a file only be usedafter an extension is imported, but if the caller doesn't do thatimport, the code fails at runtime. This is hard for TSC to catch, sothis PR updates the instructions that Copilot uses for code reviews tohelp spot this class of issue.———Co-authored-by: Amoebachant <[email protected]>, GitHub
  • Inspector v2: Fix race conditions in back compat for entity selection and property pane highlighting (#17963)There were two race conditions that could occur in asynchronous coderelated to back compat support for `debugLayer.select`:- Inspector v2 setup is async (mostly for dynamic imports), so doing`debugLayer.show()` followed by `debugLayer.select(…)` can result inthe select logic running before the async work triggered by the showcall is finished.- In the properties service, mounting the React component is also async,and so a similar thing can happen, where select is called but thecomponent has not been mounted yet and is not registered for theobservable.For both of these, the solution is to use mechanisms to cache pendingcalls/requests while async work is being done, then respect it and clearit when the async work is finished.I also included a few other small fixes in this PR:- The new `SelectionOutlineLayer` was missing an import for a sideeffect it depends on.- Inspector v2 was missing a few imports for recently added services andutilities.- The search/filter bar in all the panes had a max width and so wouldnot fully stretch with the pane when it is resized.- The search/filter bar in the accordion based panes used subtle toolbarbuttons while scene explorer used transparent, so I made them all match.- Accordion passed through some react props to low level html componentswhich caused react warnings., GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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