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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
3,681 fourches.
25,986 étoiles.
19 questions ouvertes.

commits récents:
  • 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-écrit par: Copilot App <223556219+[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-écrit par: Copilot App <223556219+[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-écrit par: Copilot App <223556219+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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