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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
3,649 forks.
25,535 stars.
29 open issues.

Recent commits:
  • Viewer: Factor out ViewerBase and ViewerElementBase (#18470)This PR factors out a `ViewerBase` and `ViewerElementBase` to createmore flexibility in the lower level rendering/engine layer., GitHub
  • Fix cross-platform tree-shaking artifact generation, Raanan Weber
  • Normalize tree-shaking manifest paths to POSIX (#18476)## Summary- normalize relative paths emitted by the side-effects audit to POSIXseparators- normalize manifest paths consumed by sideEffects sync soWindows-generated manifests still produce Unix-style package entries## Verification- npm run check:manifest-drift- npm run check:side-effects-syncGenerated JSON/package artifacts are intentionally not included in thisPR., GitHub
  • Fix node particle editor package output (#18474)## SummaryThis PR fixes several packaging and validation issues found whileinvestigating `@babylonjs/node-particle-editor` consumption from awebpack 5 TypeScript app.## What changed- Fixed ES6 package externalization for Babylon sub-namespace imports in`packages/public/rollupUMDHelper.mjs`.- ES6 builds now map Debug imports to real package subpaths such as`@babylonjs/core/Debug/index.js`.- Loader sub-namespace imports map to real `@babylonjs/loaders` subpathswhere applicable.- This avoids generated module requests like`@babylonjs/core::BABYLON.Debug`, which only make sense as syntheticUMD-global IDs.- Fixed `@babylonjs/node-particle-editor` runtime exports.- The public package wrapper now re-exports the legacy entry exports soruntime named exports match the TypeScript declarations, including`NodeParticleEditor`.- Removed the leaked FontAwesome package metadata request from bundledoutput.- The bundle helper now rewrites`require("@fortawesome/fontawesome-svg-core/package.json")` to an inlineversion object based on the installed package version.- This keeps the FontAwesome runtime behavior without requiringconsumers to install or resolve`@fortawesome/fontawesome-svg-core/package.json` separately.- Added regression coverage for the ES6 editor package output.- The ES6 smoke build now verifies the node particle editor runtimeentry does not contain forbidden requests for`@babylonjs/core::BABYLON.Debug` or`@fortawesome/fontawesome-svg-core/package.json`.- It also checks that the named `NodeParticleEditor` export is present.- A webpack 5 smoke build now imports `NodeParticleEditor` from`@babylonjs/node-particle-editor` without consumer aliases and checksthat the resulting bundle and warnings do not contain the forbiddenrequests.- Reduced noisy Rollup warnings from third-party module directives.- Shared Rollup warning handling now suppresses third-party `"useclient"` / `"use server"` module-level directive warnings from`node_modules`, while preserving other warnings.- Broke the mesh simplification circular dependency.- Shared simplification settings and enum definitions moved into aside-effect-free `meshSimplification.common.ts` module.- `meshSimplification.ts`, `meshSimplificationSceneComponent.pure.ts`,and the matching types file now import from that common module whereappropriate. – The side-effects manifest was regenerated for the new file.- Made circular dependency detection fail CI linting.- `lint:cycles` now uses the same `dpdm` check as CI, with `–exit-codecircular:1`.- `lint:check-ci` now runs `lint:cycles`, so circular dependencies failthe lint step instead of only printing diagnostics.- The duplicate direct pipeline step was removed, and the tree-shakingREADME was updated to describe the new wiring.## ValidationRan the following checks during the session:- `npm run build:es6`- `npm run build:prod -w @babylonjs/node-editor`- `NX_SKIP_NX_CACHE=true npm run build:es6:tools`- focused node particle editor webpack smoke validation (`webpack smokepassed`)- direct package artifact checks confirming: – no `@babylonjs/core::BABYLON.Debug` request – no `@fortawesome/fontawesome-svg-core/package.json` request – named `NodeParticleEditor` export present- direct import-graph check for the mesh simplification scene componentcycle- focused ESLint on the touched core files- `npm run check:treeshaking`- `npm run check:side-effects-sync`- `npm run compile:source -w @dev/core`- `npm run lint:cycles`- `npm run lint:check-ci`The final `lint:check-ci` run passed with the updated `dpdm` cycle checkin the lint chain., GitHub
  • Fix the smoke particle visu test (#18473), GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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