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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
3,649 forks.
25,535 estrelas.
29 questões em aberto.

commits recentes:
  • Visualizador: Factor out ViewerBase and ViewerElementBase (#18470)This PR factors out a `ViewerBase` and `ViewerElementBase` to createmore flexibility in the lower level rendering/engine layer., GitHub
  • Fix cross-platform tree-shaking artifact generation, Raanan Weber
  • Normalize tree-shaking manifest paths to POSIX (#18476)## Summary- normalize relative paths emitted by the side-effects audit to POSIXseparators- normalize manifest paths consumed by sideEffects sync soWindows-generated manifests still produce Unix-style package entries## Verification- npm run check:manifest-drift- npm run check:side-effects-syncGenerated JSON/package artifacts are intentionally not included in thisPR., GitHub
  • Fix node particle editor package output (#18474)## SummaryThis PR fixes several packaging and validation issues found whileinvestigating `@babylonjs/node-particle-editor` consumption from awebpack 5 TypeScript app.## What changed- Fixed ES6 package externalization for Babylon sub-namespace imports in`packages/public/rollupUMDHelper.mjs`.- ES6 builds now map Debug imports to real package subpaths such as`@babylonjs/core/Debug/index.js`.- Loader sub-namespace imports map to real `@babylonjs/loaders` subpathswhere applicable.- This avoids generated module requests like`@babylonjs/core::BABYLON.Debug`, which only make sense as syntheticUMD-global IDs.- Fixed `@babylonjs/node-particle-editor` runtime exports.- The public package wrapper now re-exports the legacy entry exports soruntime named exports match the TypeScript declarations, including`NodeParticleEditor`.- Removed the leaked FontAwesome package metadata request from bundledoutput.- The bundle helper now rewrites`require("@fortawesome/fontawesome-svg-core/package.json")` to an inlineversion object based on the installed package version.- This keeps the FontAwesome runtime behavior without requiringconsumers to install or resolve`@fortawesome/fontawesome-svg-core/package.json` separately.- Added regression coverage for the ES6 editor package output.- The ES6 smoke build now verifies the node particle editor runtimeentry does not contain forbidden requests for`@babylonjs/core::BABYLON.Debug` or`@fortawesome/fontawesome-svg-core/package.json`.- It also checks that the named `NodeParticleEditor` export is present.- A webpack 5 smoke build now imports `NodeParticleEditor` from`@babylonjs/node-particle-editor` without consumer aliases and checksthat the resulting bundle and warnings do not contain the forbiddenrequests.- Reduced noisy Rollup warnings from third-party module directives.- Shared Rollup warning handling now suppresses third-party `"useclient"` / `"use server"` module-level directive warnings from`node_modules`, while preserving other warnings.- Broke the mesh simplification circular dependency.- Shared simplification settings and enum definitions moved into aside-effect-free `meshSimplification.common.ts` module.- `meshSimplification.ts`, `meshSimplificationSceneComponent.pure.ts`,and the matching types file now import from that common module whereappropriate. – The side-effects manifest was regenerated for the new file.- Made circular dependency detection fail CI linting.- `lint:cycles` now uses the same `dpdm` check as CI, with `–exit-codecircular:1`.- `lint:check-ci` now runs `lint:cycles`, so circular dependencies failthe lint step instead of only printing diagnostics.- The duplicate direct pipeline step was removed, and the tree-shakingREADME was updated to describe the new wiring.## ValidationRan the following checks during the session:- `npm run build:es6`- `npm run build:prod -w @babylonjs/node-editor`- `NX_SKIP_NX_CACHE=true npm run build:es6:tools`- focused node particle editor webpack smoke validation (`webpack smokepassed`)- direct package artifact checks confirming: – no `@babylonjs/core::BABYLON.Debug` request – no `@fortawesome/fontawesome-svg-core/package.json` request – named `NodeParticleEditor` export present- direct import-graph check for the mesh simplification scene componentcycle- focused ESLint on the touched core files- `npm run check:treeshaking`- `npm run check:side-effects-sync`- `npm run compile:source -w @dev/core`- `npm run lint:cycles`- `npm run lint:check-ci`The final `lint:check-ci` run passed with the updated `dpdm` cycle checkin the lint chain., GitHub
  • Fix the smoke particle visu test (#18473), GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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