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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
3,656 forks.
25,623 estrelas.
33 questões em aberto.

commits recentes:
  • Add TypeScript FBX loader (#18483)> 🤖 *This PR was created by the create-pr skill.*## Summary- Add a built-in SDK-free FBX loader with binary/ASCII parsing, sceneinterpretation, meshes, materials, textures, skeletons, animationgroups, cameras, and lights.- Register and export the FBX loader through the loaders package,including dynamic loader registration and SceneLoader plugin options.- Add focused unit coverage for FBX parsing/interpreter behavior, loaderregistration, material texture handling, normal-map coordinate options,embedded texture loading, asset-container ownership, camera/lightorientation, axis/unit GlobalSettings handling, morph-target unitscaling, and multi-clip animation.- Add a visual regression suite (18 scenes) covering the loader featuresurface as Playground snippets, backed by a dedicated FBX model set inthe Assets repo, with committed WebGL2/WebGPU reference images.## Notes- FBX normal-map slots default to Y-up tangent-space convention, with anopt-in Y-down loader option.- FBX `Bump` and `BumpFactor` slots are treated as normal-map-likeinputs for compatibility until true grayscale height-to-normalconversion is implemented.- Embedded FBX textures use Babylon's delayed texture buffer path;sidecar textures remain supported when no embedded bytes are present.- FBX cameras look down local +X and lights down local -Z; the loaderderives each camera/light world position and aim from its node worldmatrix (point transforms) so orientation is correct after theleft-handed conversion.- `UnitScaleFactor` is treated as metadata only (it is not applied tobase geometry or morph-target deltas), so morphs stay consistent withthe unscaled base.## Visual tests- Entries live in `packages/tools/tests/test/visualization/config.json`(the `FBX loader – …` titles), one per model in`meshes/fbx/loaderTests/`.- Each test is a Playground snippet (`playgroundId“#DZBTQU#0`–`#DZBTQU#17`) with an async `createScene` that loads itsmodel from the Assets CDN via `BABYLON.AppendSceneAsync`, renderssingle-sided to match Maya, frames it with a fixed orbit (or theFBX-authored camera for the cameras/lights scene), and pins anyanimation to a deterministic frame. Each entry carries per-feature`dependsOn` tags (`Bones`, `Morph`, `Animations`, `Cameras`, `Lights`,`Materials`, `Textures`, `Meshes`).- The models, sidecar texture, and scene assets are inBabylonJS/Assets#149 (merged, live on the CDN).- Reference images for all 18 tests are committed under`packages/tools/tests/test/visualization/ReferenceImages/` and the testsare active (no longer `excludeFromAutomaticTesting`). Tudo 18 passlocally on both WebGL2 and WebGPU against a fresh build.## Validation- `npm run compile -w @dev/loaders`- `npm run test — packages/dev/loaders/test/unit` (FBX: 79 unit testspassing)- `npm run format:check`- `npx playwright test –config playwright.config.ts –project=webgl2 -g"FBX loader"` and `–project=webgpu` (18/18 FBX visual tests passing)`npm run lint:check` currently fails on pre-existing core tree-shakingmanifest/side-effect-stub drift outside the FBX changes.———Co-autoria de: Copilot <223556219+[email protected]>Co-autoria de: David Catuhe <[email protected]>, GitHub
  • Move scissor to core as an opt-in engine extension (#18547)## Scissor as an opt-in engine extensionMoves the scissor (`enableScissor` / `disableScissor`) functionalityinto `@babylonjs/core` so downstream consumers can stop maintainingtheir own copies and import it instead.### Design- **Type info on `AbstractEngine`** —`Engines/AbstractEngine/abstractEngine.scissor.ts` is a type-only`declare module` augmentation, so any caller holding an `AbstractEngine`can be typed to call `enableScissor` / `disableScissor` (opt-in byimporting it).- **WebGL impl is an opt-in extension** — the WebGL implementation nolonger lives on the `Engine` class. It moved into a new`Engines/thinEngine.scissor.(pure.)ts` extension that augments`ThinEngine.prototype`. `engine.ts` imports it, so `Engine` instanceskeep scissor at runtime (fully backward compatible), while the bare`ThinEngine` class stays scissor-free unless the extension is explicitlyimported.- **`ThinNativeEngine` and `WebGPUEngine`** keep their own concreteimplementations (native command encoder / WebGPU cached scissor); they`override` the `AbstractEngine` type member and need no import.### Why- `ThinEngine` does not get scissor by default (it doesn't need it).### Notes- Tree-shaking artifacts regenerated (side-effects manifest +`package.json` `sideEffects` + pure barrels).- Verified: core `tsc –noEmit`, `npm run lint:check` (incl.tree-shaking + side-effects sync), Prettier; `npm run test:unit`(pre-existing unrelated `nmeParse` teardown flake only).———Co-autoria de: Amoebachant <[email protected]>Co-autoria de: Copilot <223556219+[email protected]>, GitHub
  • Atualização de versão 9.12.0, Plataforma Babylon.js
  • Acionador de versão secundária, Plataforma Babylon.js
  • consertar(Gsplat): Sort Worker Message Starvation in GaussianSplattingMesh (#18554)When a scene contains a Gsplat alongside geometry with other expensiverendering passes (por exemplo., IBL shadows), the splat's depth sorting can feelsluggish, where splats appear in the wrong order for up to 2 secondsafter the camera moves or a transformation is applied, even though thesort itself finishes almost immediately. Sometimes the sorting evenstops working for more than 10 secs.### ReasonThe sort worker posts its result back to the main thread as aregular-priority browser task. The browser's scheduler deprioritizesregular tasks whenever a higher-priority frame request is pending. Whenrendering passes are heavy enough to consume most of the frame budget,the render loop continuously reschedules the next frame, starving theworker's message handler. Therefore, the sort result may sit in the taskqueue undelivered for an arbitrarily long time.### FixWe now install a `customAnimationFrameRequester` in`GaussianSplattingMeshBase` that inserts a `setTimeout(0)` before eachframe request. This yields control back to the browser's event loop,giving the scheduler an opportunity to deliver pending tasks, includingthe sort result, before the next frame begins.The wrapper is ref-counted, so it only exists while at least one`GaussianSplattingMesh` is alive in the scene; there is no overhead forscenes that don't use Gaussian splatting.Note: If something else has already claimed`customAnimationFrameRequester` (such as an immersive WebXR session), weskip installation. For example, WebXR is not affected by this issue,where its frame provider already yields to the task queue between framesby design (refer to[`xr_frame_provider.cc`](https://source.chromium.org/chromium/chromium/src/+/main:third_party/blink/renderer/modules/xr/xr_frame_provider.cc),[crbug.com/701444](https://crbug.com/701444).). For other modulesclaiming the `customAnimationFrameRequester` in the future, they shouldbe responsible for yielding to the task queue between frames.———Co-autoria de: Raymond Fei <[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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