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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
3,688 forks.
26,052 stars.
24 open issues.

Recent commits:
  • Add Babylon Lite scene entities to Inspector v2 (#18901)> 🤖 *This PR was created by the create-pr skill.*## Summary- refactor Fluent vector, quaternion, and color editors aroundruntime-neutral controlled primitives- add reusable Babylon Lite property editors through`@babylonjs/shared-ui-components/lite` while preserving existing FullAPIs- add hierarchical Lite scene nodes with transforms, metadata,visibility, reparenting, removal, and topology/selection reconciliation- add Lite cameras, directional/point/spot/hemispheric lights, andidentity-only shadow generators to Explorer and Properties- make Lite light color, intensity, range, and exponent edits refreshGPU light data immediately- expand the Lite Inspector test app and focused unit coverage## BehaviorThe Lite Inspector now exposes the primary P2 scene-entity workflowswith Full-equivalent outcomes where Babylon Lite has public support.Shadow generators remain identity/display-only because Babylon Lite doesnot expose editable internals. Bounding boxes/gizmos and editorhand-offs remain deferred to later parity milestones.## Review follow-up- addressed all six automated inline recommendations in `80fc942561`- added regression coverage for input compatibility and explicitprecision formatting- prevented quaternion-only props from leaking into the shared tensorproperty line- guarded persistence warnings in console-less environments- removed redundant scene ownership traversal- attached Lite test-app camera controls with teardown cleanup in`4989d98e4e`- resolved all six review threads## Visual changesThe Lite Explorer now presents the scene hierarchy, cameras, lights,shadow generators, materials, and textures with Full Inspector colorconventions. Light properties support live vector, color, and intensityediting.![Babylon Lite Inspector Explorer and directional lightproperties](https://github.com/user-attachments/assets/abfb8337-b423-4204-94ca-dbcf1b86d3e5)## Validation- `npm run format:check`- `npm run lint:check`- focused shared UI and Inspector Lite unit tests: 24 passing- published shared UI Lite entry bundle smoke test verifies no BabylonCore runtime dependency- shared UI package and Inspector TypeScript compilation- visible Microsoft Edge validation of hierarchy, properties, iconcolors, PBR rendering, live light color/intensity updates, and cameracontrols- Azure Unit CI executed 5,006 passing tests; its red result is causedby 16 asynchronous shader-import `EnvironmentTeardownError`s afterVitest teardown, with the aggregate Monorepo check reflecting that sameflake———Co-authored-by: Copilot App <223556219+[email protected]>Copilot-Session: 28a5c9d8-6bea-4399-89b1-ec96d17d7a87, GitHub
  • chore(deps): update dependencies securely (#18899)## Summary- Update Vite to 8.2.2, Vitest and coverage to 4.1.11, and `@adobe/spz`to 0.2.3.- Add targeted transitive overrides for `@humanfs/node` 0.16.8, Nx's`smol-toml` 1.7.1, and `@puppeteer/browsers` 3.0.2.- Keep MemLab on its compatible Puppeteer 24.31.0 runtime while removingthe vulnerable `extract-zip` dependency chain.- Resolve Tabster through its existing ESM entry for Fluent UI unittests under Vitest 4.1.11.## Security audit- Before: 19 findings (14 high, 5 moderate).- After: 0 informational, 0 low, 0 moderate, 0 high, 0 critical; 0total.- Command: `npx -y [email protected] audit –json`.- The audit includes all workspaces, development dependencies, andseverities.## Seven-day release-age policy- Frozen run time: `2026-09-10T09:52:59Z`.- Cutoff: `2026-09-03T09:52:59Z`.- Compared the final lockfile with the baseline and checked all 163newly resolved external registry versions with the release-age helper.- All 163 versions were published on or before the cutoff.`@puppeteer/[email protected]`, for example, was published`2026-05-15T11:51:19.116Z`.## Under-seven-day security exceptionsNone.## Deferred recent releases- `@babylonjs/[email protected]` was published `2026-09-07T08:07:40.298Z` andremains deferred until `2026-09-14T08:07:40.298Z`.## Validation- Normal npm 11.18.0 install completed with zero vulnerabilities andleft `package-lock.json` byte-for-byte unchanged.- Final full audit: all severity counts zero.- Final exact-version release-age check: 163/163 eligible.- `npm run format:check`- `npm run lint:check`- `npm run build:dev`- `npm run test:unit` — 354 files, 5,020 passing tests, 1 expectedfailure, 30 skipped.- `npm run test:unit -w @tools/memory-leak-tests` — 3 files, 22 tests.- `npm run test -w @tools/memory-leak-tests — –scenariocore-playground-2FDQT5-1508` — zero leaks.———Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
  • Version update 9.26.0, Babylon.js Platform
  • Add Gaussian splatting stream diagnostics to Inspector V2 (#18885)> 🤖 *This PR was created by the create-pr skill.*Displays live splat index count, selected splats, resident budget, andLOD 0 total for streamed Gaussian splats in Inspector V2. Adds localizedformatting, explanatory tooltips, and focused stream diagnostic tests.———Co-authored-by: Copilot App <223556219+[email protected]>Copilot-Session: c34d4a17-a9c1-4d57-a7bc-2a0f472f6bc0, GitHub
  • Feat: HDR output & cloudiness for SkyMaterial (#18897)This PR extends `SkyMaterial` with a scene-referred **HDR output mode**and a **cloudiness** control, so a procedural sky can be baked into anHDR IBL environment (see PG[#VBTSKJ#6](https://playground.babylonjs.com/#VBTSKJ#6)). Adds inspectortoggles, unit tests, and visualization tests.## Changes**`SkyMaterial`([skyMaterial.ts](packages/dev/materials/src/sky/skyMaterial.ts),[sky.fragment.fx](packages/dev/materials/src/sky/sky.fragment.fx),[wgsl/sky.fragment.fx](packages/dev/materials/src/sky/wgsl/sky.fragment.fx))**- **`rawHdrOutput`** (default `false`): optionally, the SkyMaterialemits linear HDR, where `luminance` acts as a plain linear gain (nofilmic tonemap), no sRGB encode, and output is clamped to the boundrender target's max representable value (65504 half-float / effectivelyunbounded float / `[0,1]` LDR fallback) so the bright sun disc can'toverflow to `+Inf`. Driven by a new `SKY_RAW_HDR_OUTPUT` define +`maxColorValue` uniform.- **`cloudiness`** (default `0`): softens the sun disc via aFrostbite-like physically-based single-scattering cloud model(Beer–Lambert attenuation + energy-conserving dual-lobeHenyey–Greenstein aureole).**Inspector([skyMaterialProperties.tsx](packages/dev/inspector-v2/src/components/properties/materials/skyMaterialProperties.tsx))**— adds a Cloudiness slider and a Raw HDR Output switch.**Tests**- Unit([skyMaterial.test.ts](packages/dev/materials/test/unit/sky/skyMaterial.test.ts)):defaults, serialization round-trip, `SKY_RAW_HDR_OUTPUT` define wiring,clamp-ceiling contract, and shader-source integrity.- Visualization([config.json](packages/tools/tests/test/visualization/config.json) +refs): "Simple Sky Material", "Overcast Sky Material", "HDR Sky Materialas IBL". Originally, the visualization test for SkyMaterial iscompletely missing. This PR has fixed this situation, with visualizationtests for the new features added as well.## Notes- Backward compatible: both new properties default off; existingskyboxes render identically.- The half-float clamp ceiling is an inlined literal rather than`core`'s `MaxHalfFloat`, because that constant isn't on the public`BABYLON` namespace and would resolve to `undefined` in the materialsUMD build.———Co-authored-by: Raymond Fei <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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© 2013-2026 Jordi Fernandes Alves (@jfadev)