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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
3,666 forks.
25,820 stars.
27 open issues.

Recent commits:
  • [GUI] Fix Line.connectedControl with adaptive scaling (#18703)> 🤖 *This PR was created by the create-pr skill.*Fixes `GUI.Line.connectedControl` when a fullscreen`AdvancedDynamicTexture` adapts to the engine hardware scaling level.Forum report: https://forum.babylonjs.com/t/63804 Deterministic repro: https://playground.babylonjs.com/#NX7KQL#0The connected control center is expressed in global GUI layoutcoordinates, while the line endpoint is drawn relative to the lineparent. Adaptive scaling gives the root container a nonzero layoutorigin, causing that origin to be applied twice. The fix converts theconnected center to parent-local coordinates and makes the currentparent measurement available before the line's first measurement pass.Adds regression coverage for both coordinate conversion and first-layoutbehavior.———Co-authored-by: Copilot Autofix powered by AI <[email protected]>, GitHub
  • fix(inspector-v2): don't flood scene explorer with per-frame active camera notifications (#18700)### IssueWith Inspector V2 open, any scene where `scene.activeCamera` istransiently reassigned during rendering — e.g. a `RenderTargetTexture`with its own `activeCamera` and `REFRESHRATE_RENDER_ONEVERYFRAME` —floods the browser console with periodic React warnings:“`Maximum update depth exceeded. This can happen when a component calls setState inside useEffect…“`### CauseThe scene explorer's camera entity command ("Activate and AttachControls") notifies its `onChange` observable unconditionally on every`scene.onActiveCameraChanged`. Render target rendering swaps`scene.activeCamera` to the RTT camera and back each frame, so theobservable fires (at least) twice per frame, and each notificationsetStates in the scene explorer's aside `useEffect` — a per-frame Reactupdate loop even though nothing user-visible changed.### FixDefer the active-state check to a microtask so synchronous mid-frameswaps have settled by the time it runs, and only notify when thecamera's effective active state (`getActiveCamera() === camera`)actually changed. Transient RTT swaps settle back to the same camerawithin the same task, so they no longer produce any notifications;genuine camera activations still notify (now at most once per change).The frame graph activation path now goes through the same guarded notifyso the cached state can't go stale.🤖 Generated with [Claude Code](https://claude.com/claude-code), GitHub
  • Fix physics plugin not releasing empty Havok world regions (#18699)Hey there,I noticed that havok world region count tends to grow quite a lot, andfound some gaps in region removal.So this PR adds a dedicated helper to accumulate and flush regions to beremoved.Let me know what you think!Disclaimer: the patch was written by Codex, but I reviewed it myself., GitHub
  • feat(flowGraph): edit live scenes from the Flow Graph Editor + Inspector (#18695)## MotivationThe Flow Graph Editor requires a working scene for context, but today itonly operates on a Playground/snippet scene it mints itself. That makesit impractical to inspect or tweak a flow graph that belongs to a real,running application. This PR connects a **live host `Scene`** to theeditor and surfaces flow graphs in **inspector-v2** so developers canopen and edit the graphs their app is actually running.## What's included### Core (`packages/dev/core/src/FlowGraph`)- `FlowGraph.edit(config?)` + static `FlowGraph.EditorURL`, mirroringthe proven `nodeGeometry.ts` launch pattern, so a developer can do`myFlowGraph.edit()` to open the editor bound to their own graph/scene.- `FlowGraphCoordinator.OnFlowGraphAddedObservable` /`OnFlowGraphRemovedObservable` so the inspector's flow-graph list canlive-refresh as graphs are created/removed/disposed. Covered by new unittests (8/8 pass).### Editor — attach to a host scene (`packages/tools/flowGraphEditor`)- `SceneContext` gains a readonly `ownsScene` flag. When the editor islaunched with a `hostScene`, the preview pane **attaches to that scene**instead of creating its own Engine+Scene, and never disposes theborrowed scene.- `sceneSource` union widened with `"host"`; host mode shows aninformational banner instead of a 3D viewport (a foreign scene bound tothe app's own engine/canvas cannot be re-rendered on the editor'sengine).### Inspector-v2 (`packages/dev/inspector-v2`)- New **"Flow Graphs"** scene-explorer section listing every graphacross the scene's coordinators, with an **"Edit Graph"** command.- New properties section (predicate: `instanceof FlowGraph`) with an"Edit Graph" button.- Both open the editor bound to the live scene via `flowGraph.edit({flowGraphEditorConfig: { hostScene: flowGraph.scene } })`.## Host-safety fixes (from a second review pass)The editor was designed around owning its scene/engine, so a few pathswould have mutated the live application when pointed at a host graph.All are now guarded:1. **Engine timing** — `_applyEngineTimeScale` patches`engine.getDeltaTime` / `customAnimationFrameRequester` with no restorepath. It now early-returns in host mode, so the Speed control can neverbreak the live app's render loop.2. **Stopping the live graph** — `set flowGraph` no longer calls`flowGraph.stop()` on a host graph (either the incoming graph or aswapped-out one), so opening/closing the editor doesn't halt a runningapplication's graph. `hostScene` is now assigned before thecoordinator/graph load path runs so the guard sees it.3. **`createContext` wrapper leak** — the editor wraps the graph's`createContext`; it's now restored on editor teardown(`restoreLiveGraph()`), so the wrapper never outlives the editor andre-injects editor snapshot data into contexts the app creates later.## Known caveats- **Host preview is an info banner, not a live 3D viewport** — a scenebound to the app's engine/canvas can't be re-rendered on the editor'sown engine.- **Editing a live graph is the user's call** — the editor no longerstops it, but authoring on a running graph is inherently live.- **`Edit` lazy-loads the editor UMD** from `FlowGraph.EditorURL` (CDN),so it needs network at runtime — same model as the node editors.## Validation- `flowGraphEditor` + dev packages typecheck clean.- ESLint + Prettier clean on all changed files.- 8/8 `flowGraphCoordinator` unit tests pass (3 new for theobservables).- Tree-shaking manifest regeneration (precommit) produced **no netdiff** — the core additions mirror `nodeGeometry.ts` and don't perturbside-effect classification.Co-authored-by: Copilot App <[email protected]>———Co-authored-by: Copilot App <[email protected]>, GitHub
  • Version update 9.17.0, Babylon.js Platform
: 3D, Babylon.js, Framework, Motor de juego, HTML5, JS, WebGL

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© 2013-2026 Jordi Fernandes Alves (@jfadev)