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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
3,700 forks.
26,162 stars.
18 open issues.

Recent commits:
  • fix(webgpu): reset static caches when the last engine is disposedClear shared WebGPU caches only after the final WebGPU engine is disposed, preserving other live engines. Add focused disposal lifecycle coverage.Co-authored-by: Enrique Velasquez <8260822+[email protected]>Co-Authored-By: Claude Opus 5.5 <[email protected]>Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • chore(deps): upgrade tooling majors and support Node 22 developmentUpgrade development tooling and validate Node 22/24 compatibility while preserving published runtime requirements.Co-authored-by: Raanan Weber <[email protected]>Co-authored-by: Copilot App <223556219+[email protected]>Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • fix(inspector): include child animatable animationsInclude child animatable tracks and route deletion to their owner.Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • fix(physics): apply ragdoll joint limitsApply configured ragdoll limits after joint initialization.Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • Inspector Lite: add opt-in GPU picking (P6a) (#18988)> 🤖 *This PR was created by the create-pr skill.*## SummaryAddresses **P6a** of [BabylonJS/Babylon-Lite#55 — InspectorLite](https://github.com/BabylonJS/Babylon-Lite/issues/55) with opt-inGPU mesh picking and Inspector selection synchronization.- Add a target-icon **Enable Picking / Disable Picking** toggle to theLite Inspector toolbar. It is registered only while the engine has aregistered `SceneContext`, including scenes on auxiliary surfaces.Removing the last scene exits picking and removes the toggle; adding ascene restores it with picking disabled.- Select a mesh by tapping its scene canvas using Lite's public GPUpicker. Selection flows through the shared selection service, updatingthe Explorer, Properties pane, and `debugNode`.- Preserve selection during camera drags and empty-space taps. Escapeexits picking. CSS scaling and canvas borders are accounted for withoutapplying DPR twice.- Reject stale GPU results after newer picks, manual selection changes,disabling, scene removal, or disposal. Reuse per-scene pickers and deferGPU buffer disposal until pending readbacks finish; restore cursors andremove listeners during cleanup.- Make the shared `ToggleButton` fully controlled. Clicks request`onChange(!value)` outside React state updaters, avoidingupdate-during-render warnings. The parent owns the checked state;rejected requests no longer produce an optimistic local toggle.- Add picking and controlled-toggle regression coverage and document theLite picking behavior and test-app setup.## ScopePicking supports meshes in registered scenes on primary and auxiliaryHTML canvases. Hidden/non-pickable meshes, offscreen canvases,standalone text/sprite rendering contexts, and non-mesh pickcontributors are excluded.**Selection highlighting is intentionally omitted for this increment**,as agreed during implementation. Transform gizmos belong to P6b and arenot included. This PR does not close the broader Inspector Lite trackingissue.## ScreenshotThe new target-icon toolbar toggle is enabled, with the picked **BlueSphere** synchronized in the Explorer and Properties pane.![Lite Inspector picker toolbar enabled with Blue Sphere selected inExplorer andProperties](https://github.com/user-attachments/assets/1eca2b69-ba00-4baa-b82b-04b838243031)## Validation- Repository formatting, lint/tree-shaking checks, and source buildpassed.- Focused picking, controlled-toggle, and Explorer regressions: **33tests passed**.- Chrome software WebGPU: actual canvas picking at DPR 1.5, Propertiessynchronization, Escape, last-scene removal, and auxiliary-only sceneregistration verified in the Inspector v2 test app.- The full unit suite did not pass on this Windows DevBox. Timeout casespassed on an isolated, reduced-concurrency rerun; three failures remainin unchanged build-tools suites: two path-separator assertions in`watchDeclarations.test.ts` and the prefixed asset-watcher case in`copyAssets.test.ts`. These unrelated issues are intentionally notincluded in this PR.Co-authored-by: Ryan Tremblay <[email protected]>Co-authored-by: Copilot App <223556219+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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