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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
3,681 forks.
25,986 stars.
19 open issues.

Recent commits:
  • Preserve WebXR light estimation on WebGPU (#18837)> 🤖 *This PR was created by the create-pr skill.*## Summary- Preserve graphics-neutral WebXR light direction, intensity, andspherical harmonics estimates on WebGPU.- Disable only XRWebGLBinding reflection cube maps on WebGPU, with onespecific warning when reflection was requested.- Reuse the cached Phase 4A WebGL graphics binding while preservingexisting reflection options and lifecycle behavior.- Add deterministic WebGPU and WebGL regression coverage.## Validation- Core XR unit tests: 22 files, 341 tests passed.- Core TypeScript compilation passed.- Targeted formatting and lint passed with no errors.- Tree-shaking and side-effect synchronization checks passed.The Quest runtime used for manual validation did not expose LightEstimation in either WebGPU or WebGL2, so device validation wasinconclusive rather than failed. XR entry itself succeeded.Closes #18770———Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
  • Fix IES candela profile normalization (#18833)## SummaryIES profile textures are relative distributions normalized by theirmaximum candela value. The loader was squaring candela samples andincorrectly including LM-63-19 file-generation metadata in intensityscaling, which distorted the profile.- Normalize raw candela values linearly without applying global factorsthat cancel during normalization.- Account for LM-63 history: the second value is a ballast-lamp factoronly in 1986/1991, reserved in 1995/2002, and metadata in 2019.- Add regressions for linear normalization and file-generation-typeinvariance.- Update the existing IES Profile2 visual reference for the correctedfalloff.## Validation- Targeted Vitest tests- ESLint and Prettier checks- Development build- Focused devhost browser validation- Existing IES visualization tests on WebGL2 and WebGPU, GitHub
  • Fix Gaussian splat readiness regression (#18836)[Created by Copilot on behalf of @bghgary]> 🤖 *This PR was created by the create-pr skill.*## Context[Babylon.js #18831](https://github.com/BabylonJS/Babylon.js/pull/18831)fixed transforms applied during the first render, but external readinesswaits could then finish before a one-time transformed splat sort. Thisregressed one-shot rendering and surfaced as deterministic SOGSvisualization failures in[#18829](https://github.com/BabylonJS/Babylon.js/pull/18829).## Validation- The unchanged `SOGS with SH` test at `renderCount: 1` passed 10/10 inWebGL2 and 10/10 in WebGPU.———Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
  • Harden public Playwright report uploads (#18835)> 🤖 *This PR was created by the create-pr skill.*## Summary- disable tracing for BrowserStack CDP sessions so credential-bearingendpoints cannot enter retry traces- replace CI HTML reports with a minimal public reporter that omitserrors, output, attachments, traces, and configuration- validate report contents before CDN upload, rejecting archives,embedded report bundles, unsafe file types, and raw or encodedBrowserStack credentials- make report uploads fail closed while preserving the existingdeployment authorization flow## Validation- `npm run format:check`- `npm run lint:check`- BrowserStack Playwright config loading and sanitized report generation(815 tests discovered)- artifact validator rejection coverage for raw, URL-encoded, base64,archived, and embedded-report credentials, GitHub
  • Add WebXR composition and media layer support (#18832)> 🤖 *This PR was created by the create-pr skill.*## Summary- add shared WebGL and WebGPU creation paths for quad, cylinder,equirectangular, and cube composition layers- add `XRMediaBinding` factories for video-backed quad, cylinder, andequirectangular layers- synchronize native layer transforms with Babylon `TransformNode`s,including handedness, world scaling, recentering, static-layer redraws,ordering, removal, and disposal- expose raw cube subimages for six-face uploads- add optional mesh fallbacks that reuse Babylon meshes, materials,textures, and `VideoTexture`- keep fallback rendering in the explicit `WebXRLayersFallback` opt-inmodule so projection-only users do not load its rendering dependencies## CompatibilityWebXR Layers remains opt-in and disabled by default. Existingprojection-layer behavior and the legacy public layer-type unions arepreserved. Users who do not enable the feature do not enter any newruntime paths.## Playground[Compare a Babylon `VideoTexture` with a native WebXR media quad layerusing this PR'ssnapshot](https://playground.babylonjs.com/?snapshot=refs/pull/18832/merge#D35HOL#0).Both videos play side by side before entering XR; in XR, the rightpreview is replaced by the compositor layer.## Validation- core TypeScript compilation- 18 focused WebXR Layers unit tests- 336 XR unit tests- formatting and lint checks- all 16 tree-shaking checks- Quest 3 comparison of a Babylon `VideoTexture` mesh and a compositormedia layerThe full unit suite completed 4,659 passing tests plus one expectedfailure; two unrelated timeout flakes passed when rerun in isolation.———Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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© 2013-2026 Jordi Fernandes Alves (@jfadev)