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Chariot

Cours de Babylon.js

Mai 1, 2015Outilsjfadev

Babylon.js est un framework complet pour créer des jeux 3D à l'aide de HTML5 et WebGL basé 100% en JavaScript, développé par des programmeurs de Microsoft. Il fonctionne correctement sur Firefox et Chrome et il est compatible avec les caractéristiques suivantes:

  • Graphiques complets de scènes , luz, cámaras, materiales y texturas
  • Moteur de collisions
  • Sélection de scènes
  • Antialiasing
  • Moteur d'animations
  • Systèmes de particules
  • Sprites et layers 2D
  • Moteurs d'optimisation
  • Matériaux standard au niveau du pixel
  • Brouillard
  • Blending alpha
  • Tests alpha
  • Billboarding
  • Mode plein écran
  • Maps d'ombres et maps de variation d'ombres
  • Rendu de textures
  • Textures dynamiques (canvas)
  • Textures vidéo
  • Caméras (perspectives et orthogonalité)
  • Clonage de maille
  • Maillages dynamiques
  • Maps de hauteur
  • Les scènes de Babylone peuvent se convertir en. OBJ, .FBX, .MXB
  • Exporte vers Blender

 

Ci-dessous est un cours vidéo bien très bien expliqué en espagnolOscar Uh Pérez (Develoteca) qui nous donne toutes les compétences nécessaires pour mettre les mains dans la pâte.

 

 

Aussi, je laisse quelques tutoriaux intéressants de Julian Chenard pour commencer avec Balylon.js dans le lien suivant: http://www.pixelcodr.com/

 

Plus de tutoriels: http://www.babylonjs-playground.com/

 

Dépôt

Babylon.js est un puissant, belle, simple, et jeu ouvert et moteur de rendu emballé dans un framework JavaScript convivial.
https://github.com/BabylonJS/Babylon.js
3,686 fourches.
26,085 étoiles.
22 questions ouvertes.

commits récents:
  • 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, Par exemple, 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-écrit par: Raymond Fei <[email protected]>, GitHub
  • Mise à jour de version 9.27.1, Plateforme Babylon.js
  • Déclencheur de patch, Plateforme Babylon.js
  • Add normalized occlusion query visibility API (#18919)> 🤖 *This PR was created by the create-pr skill.*## SummaryAdd a backend-neutral `AbstractEngine.isOcclusionQueryVisible(requête)`API for callers that need occlusion visibility without depending onbackend-specific query-result magnitude.- implements the portable visibility contract once as`getQueryResult(requête) > 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(requête);“`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-écrit par: Copilot App <223556219+[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% à 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-écrit par: Copilot App <223556219+[email protected]>———Co-écrit par: Copilot App <223556219+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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