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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
3,681 forks.
25,986 stars.
19 open issues.

Recent commits:
  • Preserve WebXR light estimation on WebGPU (#18837)> 🤖 *This PR was created by the create-pr skill.*## Summary- Preserve graphics-neutral WebXR light direction, intensity, andspherical harmonics estimates on WebGPU.- Disable only XRWebGLBinding reflection cube maps on WebGPU, with onespecific warning when reflection was requested.- Reuse the cached Phase 4A WebGL graphics binding while preservingexisting reflection options and lifecycle behavior.- Add deterministic WebGPU and WebGL regression coverage.## Validation- Core XR unit tests: 22 files, 341 tests passed.- Core TypeScript compilation passed.- Targeted formatting and lint passed with no errors.- Tree-shaking and side-effect synchronization checks passed.The Quest runtime used for manual validation did not expose LightEstimation in either WebGPU or WebGL2, so device validation wasinconclusive rather than failed. XR entry itself succeeded.Closes #18770———Co-authored-by: Copilot App <[email protected]>, GitHub
  • Fix IES candela profile normalization (#18833)## SummaryIES profile textures are relative distributions normalized by theirmaximum candela value. The loader was squaring candela samples andincorrectly including LM-63-19 file-generation metadata in intensityscaling, which distorted the profile.- Normalize raw candela values linearly without applying global factorsthat cancel during normalization.- Account for LM-63 history: the second value is a ballast-lamp factoronly in 1986/1991, reserved in 1995/2002, and metadata in 2019.- Add regressions for linear normalization and file-generation-typeinvariance.- Update the existing IES Profile2 visual reference for the correctedfalloff.## Validation- Targeted Vitest tests- ESLint and Prettier checks- Development build- Focused devhost browser validation- Existing IES visualization tests on WebGL2 and WebGPU, GitHub
  • Fix Gaussian splat readiness regression (#18836)[Created by Copilot on behalf of @bghgary]> 🤖 *This PR was created by the create-pr skill.*## Context[Babylon.js #18831](https://github.com/BabylonJS/Babylon.js/pull/18831)fixed transforms applied during the first render, but external readinesswaits could then finish before a one-time transformed splat sort. Thisregressed one-shot rendering and surfaced as deterministic SOGSvisualization failures in[#18829](https://github.com/BabylonJS/Babylon.js/pull/18829).## Validation- The unchanged `SOGS with SH` test at `renderCount: 1` passed 10/10 inWebGL2 and 10/10 in WebGPU.———Co-authored-by: Copilot App <[email protected]>, GitHub
  • Harden public Playwright report uploads (#18835)> 🤖 *This PR was created by the create-pr skill.*## Summary- disable tracing for BrowserStack CDP sessions so credential-bearingendpoints cannot enter retry traces- replace CI HTML reports with a minimal public reporter that omitserrors, output, attachments, traces, and configuration- validate report contents before CDN upload, rejecting archives,embedded report bundles, unsafe file types, and raw or encodedBrowserStack credentials- make report uploads fail closed while preserving the existingdeployment authorization flow## Validation- `npm run format:check`- `npm run lint:check`- BrowserStack Playwright config loading and sanitized report generation(815 tests discovered)- artifact validator rejection coverage for raw, URL-encoded, base64,archived, and embedded-report credentials, GitHub
  • Add WebXR composition and media layer support (#18832)> 🤖 *This PR was created by the create-pr skill.*## Summary- add shared WebGL and WebGPU creation paths for quad, cylinder,equirectangular, and cube composition layers- add `XRMediaBinding` factories for video-backed quad, cylinder, andequirectangular layers- synchronize native layer transforms with Babylon `TransformNode`s,including handedness, world scaling, recentering, static-layer redraws,ordering, removal, and disposal- expose raw cube subimages for six-face uploads- add optional mesh fallbacks that reuse Babylon meshes, materials,textures, and `VideoTexture`- keep fallback rendering in the explicit `WebXRLayersFallback` opt-inmodule so projection-only users do not load its rendering dependencies## CompatibilityWebXR Layers remains opt-in and disabled by default. Existingprojection-layer behavior and the legacy public layer-type unions arepreserved. Users who do not enable the feature do not enter any newruntime paths.## Playground[Compare a Babylon `VideoTexture` with a native WebXR media quad layerusing this PR'ssnapshot](https://playground.babylonjs.com/?snapshot=refs/pull/18832/merge#D35HOL#0).Both videos play side by side before entering XR; in XR, the rightpreview is replaced by the compositor layer.## Validation- core TypeScript compilation- 18 focused WebXR Layers unit tests- 336 XR unit tests- formatting and lint checks- all 16 tree-shaking checks- Quest 3 comparison of a Babylon `VideoTexture` mesh and a compositormedia layerThe full unit suite completed 4,659 passing tests plus one expectedfailure; two unrelated timeout flakes passed when rerun in isolation.———Co-authored-by: Copilot App <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Motor de juego, HTML5, JS, WebGL

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