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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
3,686 forks.
26,085 stars.
22 open issues.

Recent commits:
  • Fix WGSL vPartIndex redefinition when combining Gaussian Splatting material plugins (#18931)## What & whyThe Gaussian Splatting material plugins —`GaussianSplattingSolidColorMaterialPlugin`,`GaussianSplattingGpuPickingMaterialPlugin`, and`GaussianSplattingDebugMaterialPlugin` — each inject their own `varyingvPartIndex` via `CUSTOM_VERTEX_DEFINITIONS` /`CUSTOM_FRAGMENT_DEFINITIONS`. Attaching more than one to the samematerial declares `vPartIndex` twice, which is a **fatal `redefinitionof 'vPartIndex'` error under WGSL** (the duplicate `@location` varyingsfail to compile, so splats stop rendering); GLSL has the same duplicatedeclaration.This happens in practice whenever, for example, theobject-ID/solid-color plugin and the debug plugin are both attached toone compound splat mesh.## FixAdded a shared `GetPartIndexVaryingDeclaration(shaderLanguage)` helperin `gaussianSplattingMaterial` that emits the `vPartIndex` varyingwrapped in an include guard (`#if !defined(…)` / `#define`). All threeplugins now declare the varying through it, so it survives exactly onceno matter how many part-index plugins are attached.## TestsAdded `gaussianSplattingPartIndexVarying.test.ts`:- helper emits guarded declarations for WGSL and GLSL;- two guarded declarations collapse to one after preprocessing;- control: two unguarded declarations stay two (the regression the fixprevents);- solid-color + GPU-picking combined declare `vPartIndex` once (WGSL +GLSL, vertex + fragment);- debug plugin routes through the shared guard.All Gaussian Splatting unit tests pass (183).Co-authored-by: Raymond Fei <[email protected]>, GitHub
  • Version update 9.27.1, Babylon.js Platform
  • Patch trigger, Babylon.js Platform
  • Add normalized occlusion query visibility API (#18919)> 🤖 *This PR was created by the create-pr skill.*## SummaryAdd a backend-neutral `AbstractEngine.isOcclusionQueryVisible(query)`API for callers that need occlusion visibility without depending onbackend-specific query-result magnitude.- implements the portable visibility contract once as`getQueryResult(query) > 0`- keeps `getQueryResult()` unchanged for existing raw-result consumers- updates Babylon's mesh occlusion path to use the normalized API- documents both the raw and normalized contracts- tests zero, several positive values, and inheritance across the WebGLand WebGPU engine abstractions## Why a separate APIWebGL `ANY_SAMPLES_PASSED(_CONSERVATIVE)` results are effectively GLuintbooleans and commonly appear as `0` or `1`. Babylon's WebGPUimplementation converts the backend `u64` query value with`Number(…)`, so a visible result may be a positive value greater than`1`.Normalizing `getQueryResult()` itself to `0`/`1` or changing its returntype to boolean could break callers that consume the existing rawbackend value. The new method is additive and gives callers one portablevisibility contract without changing that behavior.Callers that only need visibility can migrate from backend-specificresult handling to:“`tsconst isVisible = engine.isOcclusionQueryVisible(query);“`The method belongs on the shared `AbstractEngine` query abstraction, soWebGL and WebGPU inherit the same interpretation. Babylon's own meshpath uses it as the canonical consumer. This PR does not changerender-pass creation or `beginOcclusionQuery` sequencing.## Validation- focused occlusion-query unit tests: 5 passed- `@dev/core` TypeScript compilation passed- targeted Prettier and ESLint passed- repository `format:check` passed- repository `lint:check` passed- repository unit suite: 5,682 passed, 1 expected failure; one unrelatedUMD test hit its 5-second timeout and passed when rerun alone (5/5)- prior devhost validation confirmed runtime registration through thequery side-effect module———Co-authored-by: Copilot App <[email protected]>, GitHub
  • Stop persisting invalid Nx cache in CI (#18925)> 🤖 *This PR was created by the create-pr skill.*## ContextMonorepo CI jobs have been completing with a silent post-job failurewhile Azure Pipelines saves the Nx computation cache. In build[59703](https://dev.azure.com/babylonjs/ContinousIntegration/_build/results?buildId=59703),startup cleanup reduced disk usage from 84% to 44%, but `Cache@2` laterrestored and attempted to archive a 19.5 GB Nx cache. The temporaryuncompressed tar exhausted the hosted agent's 72 GB OS disk.Nx 22 stores its cache database metadata outside `NX_CACHE_DIRECTORY`and keys it to the machine. Azure restored only the artifact directoryon each new hosted agent, so Nx reported the restored content asunrecognized and could neither use nor prune it. The configured 4 GBlimit therefore did not constrain the restored payload.## Change- Stop restoring and saving `NX_CACHE_DIRECTORY` through Azure`Cache@2`.- Retain npm and Playwright pipeline caches.- Retain the existing hosted-agent disk cleanup.- Retain Nx's bounded 4 GB local cache within each job.- Remove the obsolete Nx cache template parameters from the Build, ES6,and ES6Tools jobs.This removes both the unusable 19.5 GB restore and the duplicatepost-job tar write that caused the disk failure.## Validation- Parsed all changed Azure Pipeline YAML files successfully.- Verified no `Cache Nx computation`, `nxCacheKey`, or `nx: true`pipeline configuration remains.- `npm run format:check`- `npm run lint:check`- `npm run test:unit` — 5,658 passed, 1 expected failure, 64 skipped———Co-authored-by: Copilot App <[email protected]>———Co-authored-by: Copilot App <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Motor de juego, HTML5, JS, WebGL

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