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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
3,622 forks.
25,344 stars.
29 open issues.

Recent commits:
  • Fix NPE doc link (#18247)Fix the doc link for NPE., GitHub
  • Restore `AnimatorAvatar` fixes from Claude (#18248)Please see @Popov72 's comment here:https://github.com/BabylonJS/Babylon.js/pull/18234#issuecomment-4197643926I accidentally removed some of the fixes from Claude, and this PR looksto restore them. Thank you for your help!———Co-authored-by: gbz <[email protected]>Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>Co-authored-by: local <[email protected]>, GitHub
  • [Loaders] Fix transmission effect lost after MergeMeshes with MultiMaterial (#18240)## DescriptionThe `TransmissionHelper` in the `KHR_materials_transmission` glTFextension did not handle `MultiMaterial` (created by `Mesh.MergeMeshes`with `multiMultiMaterials=true`). When meshes with transmission weremerged, the transparency effect was lost because the helper incorrectlyclassified the merged mesh.### Root cause1. `_addMesh` checked `isMatchingMaterialType(mesh.material)` whichreturns `false` for `MultiMaterial` — the merged mesh was treated asopaque2. The code then crashed trying to create a PBR adapter for a non-PBR`MultiMaterial`3. The merged mesh ended up in the opaque render target, causingtransmissive submeshes to see themselves as opaque### Fix- Added `_classifyMeshMaterials()` helper that handles both singlematerials and `MultiMaterial` by checking each sub-materialindividually. Returns `'transparent'`, `'opaque'`, or `'mixed'`.- For **mixed** `MultiMaterial` meshes (both opaque and translucentsub-materials), the mesh stays in the opaque render target's renderlist, but translucent submeshes are temporarily excluded during theopaque RT render. This ensures opaque submeshes (e.g., sticks) arevisible through the transmissive surface (e.g., oil) while thetransmissive submeshes themselves don't render into the opaque texture.- Also fixed two pre-existing bugs:- `_addMesh` fell through to `_getOrCreateMaterialAdapter` fornon-matching material types (crash risk)- `_setupRenderTargets` used `return` instead of `continue` in its loop(premature exit)### TestingVerified visually in the local Playground using the reporter'sreproduction:- Before fix: oil becomes completely opaque after merge- After fix: oil remains translucent with sticks visible through it### Forum posthttps://forum.babylonjs.com/t/when-merging-gltf-models-that-have-a-transmission-value-the-transparency-effect-is-lost/63068———Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • MSDF Text: TextRenderer.clearParagraphs (#18228)to allow dynamic text update(see https://playground.babylonjs.com/#6RLCWP#83), GitHub
  • Claude Opus dev/core/Animations/ Review (#18234)I'm experimenting with using Claude Opus to analyze the Babylon.jssource. To make the context manageable for Claude, I'm just doing 1folder at a time (`dev/core/Animations/` in this case).Please let me know if these kinds of analyses are not valuable. I'm surethat not all of the changes are done in the way the Babylon.js Core Teamdeems best, so please feel free to edit/discard any of them.My motivation for doing this is Claude did an amazing job analyzing myprojects. And since Babylon.js is the most important framework I dependon, I thought that Claude's input here could hugely benefit my projectsand others.If you do find this valuable, please let me know if there are particularfolders you'd like to go through. Otherwise, I'd like to go throughcommonly used folders like `Bones/`, `Cameras/`, `Engines/`, and more.I verified that the following were able to run with the changes:“`shellnpm run build:babylonjsnpm run prepare-snapshot“`———Co-authored-by: gbz <[email protected]>Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>Co-authored-by: local <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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