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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
3,666 forks.
25,820 stars.
27 open issues.

Recent commits:
  • [GUI] Fix Line.connectedControl with adaptive scaling (#18703)> 🤖 *This PR was created by the create-pr skill.*Fixes `GUI.Line.connectedControl` when a fullscreen`AdvancedDynamicTexture` adapts to the engine hardware scaling level.Forum report: https://forum.babylonjs.com/t/63804 Deterministic repro: https://playground.babylonjs.com/#NX7KQL#0The connected control center is expressed in global GUI layoutcoordinates, while the line endpoint is drawn relative to the lineparent. Adaptive scaling gives the root container a nonzero layoutorigin, causing that origin to be applied twice. The fix converts theconnected center to parent-local coordinates and makes the currentparent measurement available before the line's first measurement pass.Adds regression coverage for both coordinate conversion and first-layoutbehavior.———Co-authored-by: Copilot Autofix powered by AI <175728472+[email protected]>, GitHub
  • fix(inspector-v2): don't flood scene explorer with per-frame active camera notifications (#18700)### IssueWith Inspector V2 open, any scene where `scene.activeCamera` istransiently reassigned during rendering — e.g. a `RenderTargetTexture`with its own `activeCamera` and `REFRESHRATE_RENDER_ONEVERYFRAME` —floods the browser console with periodic React warnings:“`Maximum update depth exceeded. This can happen when a component calls setState inside useEffect…“`### CauseThe scene explorer's camera entity command ("Activate and AttachControls") notifies its `onChange` observable unconditionally on every`scene.onActiveCameraChanged`. Render target rendering swaps`scene.activeCamera` to the RTT camera and back each frame, so theobservable fires (at least) twice per frame, and each notificationsetStates in the scene explorer's aside `useEffect` — a per-frame Reactupdate loop even though nothing user-visible changed.### FixDefer the active-state check to a microtask so synchronous mid-frameswaps have settled by the time it runs, and only notify when thecamera's effective active state (`getActiveCamera() === camera`)actually changed. Transient RTT swaps settle back to the same camerawithin the same task, so they no longer produce any notifications;genuine camera activations still notify (now at most once per change).The frame graph activation path now goes through the same guarded notifyso the cached state can't go stale.🤖 Generated with [Claude Code](https://claude.com/claude-code), GitHub
  • Fix physics plugin not releasing empty Havok world regions (#18699)Hey there,I noticed that havok world region count tends to grow quite a lot, andfound some gaps in region removal.So this PR adds a dedicated helper to accumulate and flush regions to beremoved.Let me know what you think!Disclaimer: the patch was written by Codex, but I reviewed it myself., GitHub
  • feat(flowGraph): edit live scenes from the Flow Graph Editor + Inspector (#18695)## MotivationThe Flow Graph Editor requires a working scene for context, but today itonly operates on a Playground/snippet scene it mints itself. That makesit impractical to inspect or tweak a flow graph that belongs to a real,running application. This PR connects a **live host `Scene`** to theeditor and surfaces flow graphs in **inspector-v2** so developers canopen and edit the graphs their app is actually running.## What's included### Core (`packages/dev/core/src/FlowGraph`)- `FlowGraph.edit(config?)` + static `FlowGraph.EditorURL`, mirroringthe proven `nodeGeometry.ts` launch pattern, so a developer can do`myFlowGraph.edit()` to open the editor bound to their own graph/scene.- `FlowGraphCoordinator.OnFlowGraphAddedObservable` /`OnFlowGraphRemovedObservable` so the inspector's flow-graph list canlive-refresh as graphs are created/removed/disposed. Covered by new unittests (8/8 pass).### Editor — attach to a host scene (`packages/tools/flowGraphEditor`)- `SceneContext` gains a readonly `ownsScene` flag. When the editor islaunched with a `hostScene`, the preview pane **attaches to that scene**instead of creating its own Engine+Scene, and never disposes theborrowed scene.- `sceneSource` union widened with `"host"`; host mode shows aninformational banner instead of a 3D viewport (a foreign scene bound tothe app's own engine/canvas cannot be re-rendered on the editor'sengine).### Inspector-v2 (`packages/dev/inspector-v2`)- New **"Flow Graphs"** scene-explorer section listing every graphacross the scene's coordinators, with an **"Edit Graph"** command.- New properties section (predicate: `instanceof FlowGraph`) with an"Edit Graph" button.- Both open the editor bound to the live scene via `flowGraph.edit({flowGraphEditorConfig: { hostScene: flowGraph.scene } })`.## Host-safety fixes (from a second review pass)The editor was designed around owning its scene/engine, so a few pathswould have mutated the live application when pointed at a host graph.All are now guarded:1. **Engine timing** — `_applyEngineTimeScale` patches`engine.getDeltaTime` / `customAnimationFrameRequester` with no restorepath. It now early-returns in host mode, so the Speed control can neverbreak the live app's render loop.2. **Stopping the live graph** — `set flowGraph` no longer calls`flowGraph.stop()` on a host graph (either the incoming graph or aswapped-out one), so opening/closing the editor doesn't halt a runningapplication's graph. `hostScene` is now assigned before thecoordinator/graph load path runs so the guard sees it.3. **`createContext` wrapper leak** — the editor wraps the graph's`createContext`; it's now restored on editor teardown(`restoreLiveGraph()`), so the wrapper never outlives the editor andre-injects editor snapshot data into contexts the app creates later.## Known caveats- **Host preview is an info banner, not a live 3D viewport** — a scenebound to the app's engine/canvas can't be re-rendered on the editor'sown engine.- **Editing a live graph is the user's call** — the editor no longerstops it, but authoring on a running graph is inherently live.- **`Edit` lazy-loads the editor UMD** from `FlowGraph.EditorURL` (CDN),so it needs network at runtime — same model as the node editors.## Validation- `flowGraphEditor` + dev packages typecheck clean.- ESLint + Prettier clean on all changed files.- 8/8 `flowGraphCoordinator` unit tests pass (3 new for theobservables).- Tree-shaking manifest regeneration (precommit) produced **no netdiff** — the core additions mirror `nodeGeometry.ts` and don't perturbside-effect classification.Co-authored-by: Copilot App <223556219+[email protected]>———Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
  • Version update 9.17.0, Babylon.js Platform
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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