[email protected]
Twitter
LinkedIn
YouTube
GitHub
  • Servicios
  • Blog
  • Repositorios
  • GitHub
  • Currículum
  • Contacto
Producto se añadió a tu carrito

Carrito

Curso de Babylon.js

mayo 1, 2015Herramientasjfadev

Babylon.js es un framework completo para crear juegos 3D con la ayuda de HTML5 y WebGL basado 100% en JavaScript, desarrollado por programadores de Microsoft. Funciona adecuadamente en Firefox y Chrome y es compatible con las siguientes características:

  • Gráficas completas de escenas, luz, cámaras, materiales y texturas
  • Motor de colisiones
  • Selección de escenas
  • Antialiasing
  • Motor de animaciones
  • Sistemas de partículas
  • Sprites y capas 2D
  • Motores de optimización
  • Materiales estándar a nivel pixel
  • Niebla
  • Blending alpha
  • Pruebas alpha
  • Billboarding
  • Modo de pantalla completa
  • Mapas de sombras y mapas de variación de sombras
  • Rendereo de texturas
  • Texturas dinámicas (canvas)
  • Texturas de video
  • Cámaras (perspectivas y ortogonalidad)
  • Clonación de mesh
  • Meshes dinámicos
  • Mapas de altura
  • Las escenas de Babylon puede convertirse en .OBJ, .FBX, .MXB
  • Exporta a Blender

 

A continuación tenéis un vídeo curso bien completo muy bien explicado en español de Oscar Uh Pérez (Develoteca) que nos da todos los conocimientos necesarios para meter las manos en la masa.

 

 

Tambien os dejo unos tutoriales interesantes de Julian Chenard para empezar con Balylon.js en el siguiente enlace: http://www.pixelcodr.com/

 

Más tutoriales: 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
3,611 forks.
25,143 stars.
37 open issues.

Recent commits:
  • Animation Retargeting: Fix root node not being processed (#17994)Seehttps://forum.babylonjs.com/t/introducing-animation-retargeting/62547/6, GitHub
  • Inspector v2: Minor styling and other community feedback (#17992)This PR has a handful of styling and community feedback changes. This ismore polish than bug fixes, but I believe they are all low risk.### Conditional icon in side pane headerPane icon shows in the title/header bar when there are no tabs (becauseit is the only pane in that quadrant).https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="369" height="108" alt="image"src="https://github.com/user-attachments/assets/37d817b9-b4ef-4ac4-aa19-cce2e90bbc6e"/>### Themed scroll barsIt looked especially bad in dark mode before.#### Before<img width="353" height="396" alt="image"src="https://github.com/user-attachments/assets/aca30545-285a-44ce-82e6-005ea42df877"/>#### After<img width="351" height="424" alt="image"src="https://github.com/user-attachments/assets/fa94b3c7-e365-4d84-ada1-86e46f49034e"/>### Search/filter bar marginsThe search/filter bar in the properties pane (and other accordion basedpanes) now has the same left/right margins as in scene explorer.See the previous before/after screenshots for this as well.### Scene selected by defaultThe scene is now selected by default, and so you should never see anempty properties pane.### Scene explorer entity icon colorsThe icons for all entities in scene explorer now are colored similarlyto Inspector v1.https://forum.babylonjs.com/t/introducing-inspector-v2/60937/103https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="350" height="1273" alt="image"src="https://github.com/user-attachments/assets/8dbb2354-44d2-4dde-8f1d-a97453a3a20a"/>, GitHub
  • GeospatialCamera fixes (#17990)- rename calculateUpVectorFromPoint to calculateUpVectorFromPointToRef(breaking change- API)- send fn as a lambda to preserve binding- change default yaw direction (breaking change- behavior)- add comments- remove experimental flag———Co-authored-by: Georgina Halpern <[email protected]>, GitHub
  • Added isEnabled toggle to GaussianSplattingSolidColorMaterialPlugin (#17988)Related to https://github.com/BabylonJS/Babylon.js/pull/17880Added isEnabled to GaussianSplattingSolidColorMaterialPlugin. Motivation:- Other material plugins have this.- Currently, it is difficult and performance-intensive to go back to theoriginal color drawing after setting the plugin. It requires eitherremoving the plugin and re-compiling the material, or making a copy ofthe original splat material to swap to.Implementation note:- Other plugins make isEnabled work with a shader #define andrecompilation. The shader code here is very small so I opted for adifferent approach by setting a uniform. This means we don't need torecompile the shader which is great for splats. So I can use the pluginto render the splat with a solid color in a viewport, while renderingthe original colors in another, and this without any significantperformance cost from the color change.Example playground:https://playground.babylonjs.com/?snapshot=refs/pull/17988/merge#199E63“`class Playground { public static async CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): Promise<BABYLON.Scene> { const scene = new BABYLON.Scene(engine); const camera = new BABYLON.ArcRotateCamera("camera1", -1, 1, 3, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene); light.intensity = 0.7; const source = "https://raw.githubusercontent.com/raymondyfei/SharedTestModels/main/a_cute_cat_float32.ply"; const importResult = await BABYLON.ImportMeshAsync(source, scene); const splat = importResult.meshes[0]; splat.rotation.x = -Math.PI / 2; const solidColorPlugin = new BABYLON.GaussianSplattingSolidColorMaterialPlugin( splat.material as BABYLON.GaussianSplattingMaterial, [new BABYLON.Color3(0, 0, 0), new BABYLON.Color3(1, 1, 1)] ); var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI"); var button = BABYLON.GUI.Button.CreateSimpleButton("but", "Toggle color"); button.width = "80px"; button.height = "40px"; button.color = "white"; button.background = "green"; button.onPointerClickObservable.add(() => { solidColorPlugin.isEnabled = !solidColorPlugin.isEnabled; }) advancedTexture.addControl(button); return scene; }}export { Playground };“`, GitHub
  • Inspector v2: More fixes for Quick Create regression (#17987)More context in the previous PR #17979, but that fix only addressed thelocally built/hosted apps using babylon server. The final built umdbundle **still** didn't work correctly, because the exports fromdymamic.ts only ended up in LOADERS and not BABYLON. I *think* this isthe right fix given the current pattern for other exports from loaders(and I have verified it locally).———Co-authored-by: Copilot <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Motor de juego, HTML5, JS, WebGL

Servicios

  • Excel2chatGPT $10.00
  • Bot Tok $45.00 $40.00
  • Corrección de errores en tu aplicación PHP Symfony $70.00 / hora
  • Corrección de errores Wordpressen su sitio de $70.00 / hora
  • Automatización de tareas usando Node.js $70.00 / hora

Blog

  • Cómo pagar con una tarjeta bancaria en Cryptomus
  • Guía completa para principiantes de Bot Tok: Comandos de terminal explicados
  • Mejor sitio para obtener vistas en TikTok
  • Jfa Whatsapp chatbot
  • TikTok Bot

Explorar

  • Gratis 10 Me gusta
  • Vistas gratuitas de 2K TikTok
  • Gratis 100 Favoritos de Tik Tok
  • Gratis 300 Acciones de TikTok
  • Comprar vistas de TikTok
  • Gratis 100 Me gusta en Instagram
Twitter
LinkedIn
YouTube
GitHub

© 2013-2025 Jordi Fernandes Alves (@jfadev)