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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
3,628 forks.
25,366 stars.
28 open issues.

Recent commits:
  • Lottie: Refactor drawing methods to accept explicit canvas context parameter (#18304)### DescriptionPure mechanical refactor of `SpritePacker` in `@dev/lottie-player` — nobehavior change.All drawing methods (`_drawVectorShape`, `_drawText`, `_drawRectangle`,`_drawEllipse`, `_drawPath`, `_drawFill`, `_drawStroke`,`_drawGradientFill`, `_drawLinearGradientFill`,`_drawRadialGradientFill`) now receive an explicit `ctx` parameterinstead of reaching for `this._spritesCanvasContext` directly.A `DrawingContext` type alias is introduced for`OffscreenCanvasRenderingContext2D | CanvasRenderingContext2D`.Callers (`addLottieShape`, `addLottieText`) pass`this._spritesCanvasContext` as the new argument, so runtime behavior isidentical.### MotivationThis is preparatory work for multi-page atlas support. When spritesoverflow a single texture page, each page will have its own canvascontext. Passing the context explicitly allows the caller to routedrawing to the correct page without changing the drawing methodsthemselves.### Changes- `packages/dev/lottiePlayer/src/parsing/spritePacker.ts` — 67insertions, 67 deletions (1:1 replacement of`this._spritesCanvasContext` → `ctx` inside drawing methods)### Testing- All existing unit tests pass (2580/2580)- No new tests needed — pure refactor with no behavior change, GitHub
  • GPU Particle System: Emit Rate, Start Size, and Life Time Gradients (#18303)Implements `addEmitRateGradient()`, `addStartSizeGradient()`, and`addLifeTimeGradient()` (plus their remove/get counterparts) on`GPUParticleSystem`, bringing these three system-age-dependent gradientfeatures to parity with the CPU `ParticleSystem`.### Changes**Emit Rate Gradients** (CPU-side only, no shader changes)- Gradient values replace the emit rate each frame, matching the CPU's`_calculateEmitRate()` semantics- Moved `addEmitRateGradient` / `removeEmitRateGradient` to`BaseParticleSystem` since the implementation is identical for CPU andGPU**Start Size Gradients** (shader uniform)- New `STARTSIZEGRADIENTS` define and `startSizeGradientFactor` uniformin both GLSL and WGSL update shaders- Factor multiplies the initial particle size, matching the CPU's`scaleInPlace()` behavior**Life Time Gradients** (shader uniform)- New `LIFETIMEGRADIENTS` define and `lifeTimeGradientFactor` uniform inboth GLSL and WGSL update shaders- Factor replaces the particle lifetime entirely (not a multiplier),matching the CPU's direct assignment behavior**Infrastructure**- Added `_resetEffect()` to `GPUParticleSystem` for invalidating cachedshader defines when gradients are added/removed at runtime- Registered new uniforms in both `webgl2ParticleSystem.ts` and`computeShaderParticleSystem.ts` platform files### Tests- 16 unit tests covering add/remove/get, sorted insertion, validation,chaining, and serialization round-trips for all three gradient types- 5 visual tests (playground snippets with CPU vs GPU side-by-sidecomparison using `preWarmCycles`)Co-authored-by: Vicente Cartas Espinel <[email protected]>, GitHub
  • Adds support for Lottie ellipse shapes (`"el"`), which were previously ignored by the parser. (#18302)### Changes- **rawTypes.ts** — Added `RawEllipseShape` type and `"el"` to`RawShapeType`- **boundingBox.ts** — Added `GetEllipseVertices` for axis-alignedbounding box calculation- **spritePacker.ts** — Added `_drawEllipse` using `ctx.ellipse()`- **parser.ts** — Added `"el"` to shape type check in `_parseElements`### Tests- 3 unit tests for ellipse bounding box (origin, non-origin, centered)- 2 visual tests (main thread + web worker), GitHub
  • Babylon skill to review your own code (#18289)This is a new skill and set of instructions to review your code/branchbefore publishing a PR. This skill will automatically review followingall the instructions in the repo, and fix the issues it finds.The user can also ask for an interactive mode when invoking the skill,where they get to decide which issues should be fixed and which ones canbe skipped.———Co-authored-by: Vicente Cartas Espinel <[email protected]>, GitHub
  • Port Viewer Configurator to MakeModularTool and Fluent (#18301)This PR ports Viewer Configurator (one of our smaller tools) toMakeModularTool and Fluent. MakeModularTool is part of the foundation ofInspector v2, which provides the modular service architecture, the UIshell (side panes including redocking, undocking and collapsing,toolbars, central content), theming, persistent settings, andextensibility.This was done entirely with AI with a lot of guidance and corrections.Included in these changes are some instruction files that were createdprior to the port, and updated after the port based on iterations andlearnings. I'm checking these in so we can use them to try porting morecomplex tools as well.<img width="1717" height="1305" alt="image"src="https://github.com/user-attachments/assets/7413fe20-9935-4742-a253-3a25f3a0eee4"/>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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