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Curso de Babylon.js

Maio 1, 2015Ferramentasjfadev

Babylon.js É um framework completo para a criação de jogos 3D com a ajuda de HTML5 e WebGL basiado 100% em JavaScript, desenvolvido por programadores da Microsoft. Ele funciona corretamente no Firefox e Chrome e é compatível com as seguintes características:

  • Gráficas completas de cenas, luz, câmeras, materiais e texturas
  • Motor de Colisões
  • Seleção de cenas
  • Antialiasing
  • Motor de animações
  • Sistemas de partículas
  • Sprites e layers 2D
  • Mecanismos de otimização
  • Materiais padrão no nível do pixel
  • Nevoeiro
  • Blending alpha
  • Teste alfa
  • Billboarding
  • Modo de tela cheia
  • mapas de sombra e mapas de variação das sombras
  • Renderização de texturas
  • Texturas dinâmicas (canvas)
  • Texturas de vídeo
  • Câmeras (perspectivas e ortogonalidade)
  • Clonagem de malha
  • Malhas dinâmicas
  • Mapas de altura
  • As cenas da Babilônia podem tornar-se. OBJ, .FBX, .MXB
  • Exporta a Blender

 

Abaixo está um vídeo curso muito bem explicadinho em espanhol deOscar Uh Pérez (Develoteca) Isso nos dá todas as habilidades necessárias para colocar as mãos na massa.

 

 

Também deixo alguns tutoriais interessantes de Julian Chenard para começar com Balylon.js no link a seguir: http://www.pixelcodr.com/

 

Mais tutoriais: http://www.babylonjs-playground.com/

 

Repositório

Babylon.js é um poderoso, lindo, simples, e jogo aberto e motor de renderização embalado em um framework JavaScript amigável.
https://github.com/BabylonJS/Babylon.js
3,611 forks.
25,143 estrelas.
37 questões em aberto.

commits recentes:
  • Animation Retargeting: Fix root node not being processed (#17994)Seehttps://forum.babylonjs.com/t/introducing-animation-retargeting/62547/6, GitHub
  • Inspetor v2: Minor styling and other community feedback (#17992)This PR has a handful of styling and community feedback changes. This ismore polish than bug fixes, but I believe they are all low risk.### Conditional icon in side pane headerPane icon shows in the title/header bar when there are no tabs (becauseit is the only pane in that quadrant).https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="369" height="108" alt="image"src="https://github.com/user-attachments/assets/37d817b9-b4ef-4ac4-aa19-cce2e90bbc6e"/>### Themed scroll barsIt looked especially bad in dark mode before.#### Before<img width="353" height="396" alt="image"src="https://github.com/user-attachments/assets/aca30545-285a-44ce-82e6-005ea42df877"/>#### After<img width="351" height="424" alt="image"src="https://github.com/user-attachments/assets/fa94b3c7-e365-4d84-ada1-86e46f49034e"/>### Search/filter bar marginsThe search/filter bar in the properties pane (and other accordion basedpanes) now has the same left/right margins as in scene explorer.See the previous before/after screenshots for this as well.### Scene selected by defaultThe scene is now selected by default, and so you should never see anempty properties pane.### Scene explorer entity icon colorsThe icons for all entities in scene explorer now are colored similarlyto Inspector v1.https://forum.babylonjs.com/t/introducing-inspector-v2/60937/103https://forum.babylonjs.com/t/introducing-inspector-v2/60937/162<img width="350" height="1273" alt="image"src="https://github.com/user-attachments/assets/8dbb2354-44d2-4dde-8f1d-a97453a3a20a"/>, GitHub
  • GeospatialCamera fixes (#17990)- rename calculateUpVectorFromPoint to calculateUpVectorFromPointToRef(breaking change- API)- send fn as a lambda to preserve binding- change default yaw direction (breaking change- behavior)- add comments- remove experimental flag———Co-autoria de: Georgina Halpern <[email protected]>, GitHub
  • Added isEnabled toggle to GaussianSplattingSolidColorMaterialPlugin (#17988)Related to https://github.com/BabylonJS/Babylon.js/pull/17880Added isEnabled to GaussianSplattingSolidColorMaterialPlugin. Motivation:- Other material plugins have this.- Currently, it is difficult and performance-intensive to go back to theoriginal color drawing after setting the plugin. It requires eitherremoving the plugin and re-compiling the material, or making a copy ofthe original splat material to swap to.Implementation note:- Other plugins make isEnabled work with a shader #define andrecompilation. The shader code here is very small so I opted for adifferent approach by setting a uniform. This means we don't need torecompile the shader which is great for splats. So I can use the pluginto render the splat with a solid color in a viewport, while renderingthe original colors in another, and this without any significantperformance cost from the color change.Example playground:https://playground.babylonjs.com/?snapshot=refs/pull/17988/merge#199E63“`class Playground { public static async CreateScene(motor: BABYLON.Engine, canvas: HTMLCanvasElement): Promise<BABYLON.Scene> { const scene = new BABYLON.Scene(motor); const camera = new BABYLON.ArcRotateCamera("camera1", -1, 1, 3, BABYLON.Vector3.Zero(), cena); camera.attachControl(canvas, verdadeiro); const light = new BABYLON.HemisphericLight("light", nova BABYLON.Vector3(0, 1, 0), cena); light.intensity = 0.7; const source = "https://raw.githubusercontent.com/raymondyfei/SharedTestModels/main/a_cute_cat_float32.ply"; const importResult = await BABYLON.ImportMeshAsync(source, cena); const splat = importResult.meshes[0]; splat.rotation.x = -Math.PI / 2; const solidColorPlugin = new BABYLON.GaussianSplattingSolidColorMaterialPlugin( splat.material as BABYLON.GaussianSplattingMaterial, [new BABYLON.Color3(0, 0, 0), new BABYLON.Color3(1, 1, 1)] ); var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI"); var button = BABYLON.GUI.Button.CreateSimpleButton("but", "Toggle color"); button.width = "80px"; button.height = "40px"; button.color = "white"; button.background = "green"; button.onPointerClickObservable.add(() => { solidColorPlugin.isEnabled = !solidColorPlugin.isEnabled; }) advancedTexture.addControl(button); return scene; }}export { Parque Infantil };“`, GitHub
  • Inspetor v2: More fixes for Quick Create regression (#17987)More context in the previous PR #17979, but that fix only addressed thelocally built/hosted apps using babylon server. The final built umdbundle **still** didn't work correctly, because the exports fromdymamic.ts only ended up in LOADERS and not BABYLON. I *think* this isthe right fix given the current pattern for other exports from loaders(and I have verified it locally).———Co-autoria de: Copilot <175728472+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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