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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
3,611 forks.
25,143 stars.
37 open issues.

Recent commits:
  • Animation Retargeting: Fix root node not being processed (#17994)Seehttps://forum.babylonjs.com/t/introducing-animation-retargeting/62547/6, GitHub
  • Inspector v2: Minor styling and other community feedback (#17992)This PR has a handful of styling and community feedback changes. This ismore polish than bug fixes, but I believe they are all low risk.### Conditional icon in side pane headerPane icon shows in the title/header bar when there are no tabs (becauseit is the only pane in that quadrant).https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="369" height="108" alt="image"src="https://github.com/user-attachments/assets/37d817b9-b4ef-4ac4-aa19-cce2e90bbc6e"/>### Themed scroll barsIt looked especially bad in dark mode before.#### Before<img width="353" height="396" alt="image"src="https://github.com/user-attachments/assets/aca30545-285a-44ce-82e6-005ea42df877"/>#### After<img width="351" height="424" alt="image"src="https://github.com/user-attachments/assets/fa94b3c7-e365-4d84-ada1-86e46f49034e"/>### Search/filter bar marginsThe search/filter bar in the properties pane (and other accordion basedpanes) now has the same left/right margins as in scene explorer.See the previous before/after screenshots for this as well.### Scene selected by defaultThe scene is now selected by default, and so you should never see anempty properties pane.### Scene explorer entity icon colorsThe icons for all entities in scene explorer now are colored similarlyto Inspector v1.https://forum.babylonjs.com/t/introducing-inspector-v2/60937/103https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="350" height="1273" alt="image"src="https://github.com/user-attachments/assets/8dbb2354-44d2-4dde-8f1d-a97453a3a20a"/>, GitHub
  • GeospatialCamera fixes (#17990)- rename calculateUpVectorFromPoint to calculateUpVectorFromPointToRef(breaking change- API)- send fn as a lambda to preserve binding- change default yaw direction (breaking change- behavior)- add comments- remove experimental flag———Co-authored-by: Georgina Halpern <[email protected]>, GitHub
  • Added isEnabled toggle to GaussianSplattingSolidColorMaterialPlugin (#17988)Related to https://github.com/BabylonJS/Babylon.js/pull/17880Added isEnabled to GaussianSplattingSolidColorMaterialPlugin. Motivation:- Other material plugins have this.- Currently, it is difficult and performance-intensive to go back to theoriginal color drawing after setting the plugin. It requires eitherremoving the plugin and re-compiling the material, or making a copy ofthe original splat material to swap to.Implementation note:- Other plugins make isEnabled work with a shader #define andrecompilation. The shader code here is very small so I opted for adifferent approach by setting a uniform. This means we don't need torecompile the shader which is great for splats. So I can use the pluginto render the splat with a solid color in a viewport, while renderingthe original colors in another, and this without any significantperformance cost from the color change.Example playground:https://playground.babylonjs.com/?snapshot=refs/pull/17988/merge#199E63“`class Playground { public static async CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): Promise<BABYLON.Scene> { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera("camera1", -1, 1, 3, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; const source = "https://raw.githubusercontent.com/raymondyfei/SharedTestModels/main/a_cute_cat_float32.ply"; const importResult = await BABYLON.ImportMeshAsync(source, scene); const splat = importResult.meshes[0]; splat.rotation.x = -Math.PI / 2; const solidColorPlugin = new BABYLON.GaussianSplattingSolidColorMaterialPlugin( splat.material as BABYLON.GaussianSplattingMaterial, [new BABYLON.Color3(0, 0, 0), new BABYLON.Color3(1, 1, 1)] ); var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI"); var button = BABYLON.GUI.Button.CreateSimpleButton("but", "Toggle color"); button.width = "80px"; button.height = "40px"; button.color = "white"; button.background = "green"; button.onPointerClickObservable.add(() => { solidColorPlugin.isEnabled = !solidColorPlugin.isEnabled; }) advancedTexture.addControl(button); return scene; }}export { Playground };“`, GitHub
  • Inspector v2: More fixes for Quick Create regression (#17987)More context in the previous PR #17979, but that fix only addressed thelocally built/hosted apps using babylon server. The final built umdbundle **still** didn't work correctly, because the exports fromdymamic.ts only ended up in LOADERS and not BABYLON. I *think* this isthe right fix given the current pattern for other exports from loaders(and I have verified it locally).———Co-authored-by: Copilot <175728472+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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