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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
3,725 forks.
26,329 stars.
22 open issues.

Recent commits:
  • Add dependency review workflow (#19149)> 🤖 *This PR was created by the create-pr skill.*## SummaryAdds `.github/workflows/dependency-review.yml`. On every pull request itcompares the dependency graph of the base and head commits. If the PRadds a dependency with a known **high or critical** vulnerability, thecheck fails.The goal is to make the `dependency-review` check a required statuscheck on `master`. A **disabled** ruleset ("Require dependency review")is prepared separately. A maintainer can enable it once this workflowhas been merged and is running reliably.## Workflow details- **Trigger**: `pull_request` for every PR, with no path filters.There's no `merge_group` trigger because the repo doesn't use a mergequeue.- **Runner**: GitHub-hosted `ubuntu-latest`, with a 10-minute timeout.- **Permissions**: the workflow sets `permissions: {}`, and the job onlygets `contents: read`. There are no secrets, PATs, or write scopes, andno `pull_request_target`.- **Pinned actions**, using verified full commit SHAs:- `actions/checkout@3d3c42e5aac5ba805825da76410c181273ba90b1` (v7.0.1),with `persist-credentials: false`-`actions/dependency-review-action@a1d282b36b6f3519aa1f3fc636f609c47dddb294`(v5.0.0)- **Policy**: `fail-on-severity: high`, `fail-on-scopes: runtime,development, unknown`, `license-check: false`. There's no`continue-on-error`, no warn-only mode, and no allow-lists.- **Lower-severity visibility**: the action leaves advisories below thefail threshold out of its report. A non-blocking step reads thedependency-graph compare API and lists any newly added **low/moderate**advisories in the job summary, with a count-only warning annotation.That step never fails the job.- The workflow installs nothing and runs no repository scripts, builds,or tests.## Scope and limitations- It only checks **dependency changes introduced by a PR**. It doesn'tscan or fix the existing vulnerability backlog.- It relies on GitHub Advisory Database data. It **doesn't detectmalware** and can't catch vulnerabilities that haven't been disclosedyet.- Coverage: the repo uses npm only (root `package-lock.json` andworkspace `package.json` files), and the dependency graph covers all ofthem.- Fork PRs need maintainer approval before workflows run, per theexisting Actions setting, so the check shows up after approval.## Validation- `actionlint` passes.- I dry-ran the lower-severity report script against the real compareAPI (`fc791e4c…d58297f7`). It reported 3 low/moderate advisories andexited with 0.- I haven't published a deliberately vulnerable dependency change. Thehigh/critical failure path is the action's documented behavior.Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
  • Native: support alpha-to-coverage (#19148)Babylon Native ignored `setAlphaToCoverage`: `ThinEngine`'simplementation only records the flag when there is no `_gl`, so nothingreached the native engine. Scenes using alpha-to-coverage (for examplethe "Alpha-to-coverage transparent overlap" visual test, `#M4GBLK#0`)rendered with ordinary blending instead.Changes:- `ThinNativeEngine` overrides `getAlphaToCoverage` and`setAlphaToCoverage`. The setter skips redundant calls and encodes`COMMAND_SETALPHATOCOVERAGE` only when the native runtime exposes it, soolder runtimes keep working.- `nativeInterfaces.ts`: adds the optional `COMMAND_SETALPHATOCOVERAGE`.- Unit tests for the new command encoding.The native side is in BabylonJS/BabylonNative (link below). That PR alsoexports `ALPHA_REPLACE_COLOR`, which `nativeHelpers.ts` already useswhen the runtime provides it; until then it falls back to`ALPHA_COMBINE`.Tested with BabylonNative on macOS (Metal): the alpha-to-coverage visualtest now matches its reference (it was 27% off), and all 851 enabledvisual tests still pass.———Co-authored-by: Branimir Karadzic <[email protected]>Co-authored-by: Copilot <223556219+[email protected]>Copilot-Session: 5a2ca4f4-15a2-4ad1-8a64-9dad061e773dCopilot-Session: 7b64bf64-2ec3-499d-bf8a-c8cc0b066e4f, GitHub
  • Gaussian Splatting: back streaming atlases with render targets on Native (#19144)**Depends on #19142** (stacked on it; merge #19142 first). The firstcommits in this PR belong to #19142.## Summary`_createMrtAtlas`, `_createShMrtAtlas` and `_createRotMrtAtlas` returnedearly whenever the engine had no WebGL context and wasn't WebGPU. Thatcheck is meant to skip NullEngine, but it also skipped Native, whichdoes support multiple render targets.Streaming parts in a compound mesh therefore had no atlas to decode intoon Native. The work buffer's MRT passes found a null target, and thestreamed parts never appeared.The check is now a single `_supportsRenderTargetAtlas()` helper thatalso accepts Native when the engine advertises MRT support(`getCaps().drawBuffersExtension`). NullEngine is still skipped,including when it runs inside a Native runtime.## Verification- Ran the BabylonNative validation suite on macOS with Metal andJavaScriptCore, using a locally built bundle. **Gaussian Splatting LODCOMPOUND** goes from 75% different to 0.29%. It also needs a BabylonNative fix that treats scissor as global state across framebuffer binds(BabylonJS/BabylonNative#2075), because the work buffer enables thescissor before binding the atlas. The full suite has no regressions.- Unit test: with `_native` defined before import and a NullEnginescene, `reserveStreamingPart` keeps its bookkeeping and creates no MRTatlas.No reference images or tolerances changed.———Co-authored-by: Branimir Karadzic <[email protected]>Co-authored-by: Copilot <223556219+[email protected]>Copilot-Session: 5a2ca4f4-15a2-4ad1-8a64-9dad061e773dCopilot-Session: 7b64bf64-2ec3-499d-bf8a-c8cc0b066e4f, GitHub
  • Native: sort Gaussian splat ranges and compound parts with sortSplatIndices (#19141)## SummaryBabylon Native has no sort worker. `Native.sortSplats` sorts every splatwith the mesh world matrix, which breaks two cases:- With a range filter (LOD), splats outside the active ranges weresorted too, and the active ones were not sorted correctly.- Compound parts were sorted with the mesh world matrix instead of theirown part matrix.When `Native.sortSplatIndices` is available, `GaussianSplattingMeshBase`now uses it. Like the sort worker, it sorts only the active sourceranges and applies each part's world matrix. `Native.sortSplats` isstill used with older Babylon Native builds that don't have the newfunction.The native function is added in BabylonJS/BabylonNative#2074.## Verification- Added unit tests to `gaussianSplatting.nativeDisableDepthSort.test.ts`covering the dispatch, the range intervals and the per-part matrices.10/10 pass.- Ran the BabylonNative validation suite on macOS with Metal andJavaScriptCore, using a locally built bundle. Together with the partialSH upload fix, **Gaussian Splatting LOD**, **Compound IncrementalUpdate** and **Compound No SH then Full SH** now pass. The full suitehas no regressions.No reference images or tolerances changed.———Co-authored-by: Branimir Karadzic <[email protected]>Co-authored-by: Copilot <223556219+[email protected]>Copilot-Session: 5a2ca4f4-15a2-4ad1-8a64-9dad061e773dCopilot-Session: 7b64bf64-2ec3-499d-bf8a-c8cc0b066e4f, GitHub
  • Support ALPHA_MIN/ALPHA_MAX on NativeEngine (#19139)## Problem`getNativeAlphaMode` threw `Unsupported alpha mode: 18/19` for`ALPHA_MIN` and `ALPHA_MAX`, so any feature that uses them failed onBabylon Native.For example, `iblShadowsVoxelRenderer` uses `ALPHA_MAX`. Because ofthis, the Gaussian Splatting IBL-shadow validation tests are excluded inBabylon Native.## FixWebGL and WebGPU implement these modes as ONE/ONE blend factors plus aMIN/MAX blend equation. NativeEngine now does the same:- `getNativeAlphaMode` maps `ALPHA_MIN`/`ALPHA_MAX` to the native`ALPHA_ONEONE_ONEONE` mode.- `setAlphaMode` sets the matching equation via `setAlphaEquation`, andrestores `ADD` when switching away from MIN/MAX.## Testing- New unit test in `thinNativeEngine.test.ts`. It fails without the fix(`Unsupported alpha mode: 19`).- Babylon Native (Win32 Vulkan), with the bundle patched equivalently:all 7 "Gaussian Splatting … IBL Shadows" validation tests pass. Pixeldifferences are 0.007%–0.58% against a 2.5% threshold. One native-sidefix was also needed and is being sent to Babylon Native separately.Co-authored-by: Copilot <223556219+[email protected]>Copilot-Session: 7b64bf64-2ec3-499d-bf8a-c8cc0b066e4f, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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