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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
3,628 forks.
25,366 estrelas.
28 questões em aberto.

commits recentes:
  • Lottie: Refactor drawing methods to accept explicit canvas context parameter (#18304)### DescriptionPure mechanical refactor of `SpritePacker` in `@dev/lottie-player` — nobehavior change.All drawing methods (`_drawVectorShape`, `_drawText`, `_drawRectangle`,`_drawEllipse`, `_drawPath`, `_drawFill`, `_drawStroke`,`_drawGradientFill`, `_drawLinearGradientFill`,`_drawRadialGradientFill`) now receive an explicit `ctx` parameterinstead of reaching for `this._spritesCanvasContext` directly.A `DrawingContext` type alias is introduced for`OffscreenCanvasRenderingContext2D | CanvasRenderingContext2D`.Callers (`addLottieShape`, `addLottieText`) pass`this._spritesCanvasContext` as the new argument, so runtime behavior isidentical.### MotivationThis is preparatory work for multi-page atlas support. When spritesoverflow a single texture page, each page will have its own canvascontext. Passing the context explicitly allows the caller to routedrawing to the correct page without changing the drawing methodsthemselves.### Changes- `packages/dev/lottiePlayer/src/parsing/spritePacker.ts` — 67insertions, 67 deletions (1:1 replacement of`this._spritesCanvasContext` → `ctx` inside drawing methods)### teste- All existing unit tests pass (2580/2580)- No new tests needed — pure refactor with no behavior change, GitHub
  • GPU Particle System: Emit Rate, Start Size, and Life Time Gradients (#18303)Implements `addEmitRateGradient()`, `addStartSizeGradient()`, and`addLifeTimeGradient()` (plus their remove/get counterparts) on`GPUParticleSystem`, bringing these three system-age-dependent gradientfeatures to parity with the CPU `ParticleSystem`.### Changes**Emit Rate Gradients** (CPU-side only, no shader changes)- Gradient values replace the emit rate each frame, matching the CPU's`_calculateEmitRate()` semantics- Moved `addEmitRateGradient` / `removeEmitRateGradient` to`BaseParticleSystem` since the implementation is identical for CPU andGPU**Start Size Gradients** (shader uniform)- New `STARTSIZEGRADIENTS` define and `startSizeGradientFactor` uniformin both GLSL and WGSL update shaders- Factor multiplies the initial particle size, matching the CPU's`scaleInPlace()` behavior**Life Time Gradients** (shader uniform)- New `LIFETIMEGRADIENTS` define and `lifeTimeGradientFactor` uniform inboth GLSL and WGSL update shaders- Factor replaces the particle lifetime entirely (not a multiplier),matching the CPU's direct assignment behavior**Infrastructure**- Added `_resetEffect()` to `GPUParticleSystem` for invalidating cachedshader defines when gradients are added/removed at runtime- Registered new uniforms in both `webgl2ParticleSystem.ts` and`computeShaderParticleSystem.ts` platform files### Tests- 16 unit tests covering add/remove/get, sorted insertion, validation,chaining, and serialization round-trips for all three gradient types- 5 visual tests (playground snippets with CPU vs GPU side-by-sidecomparison using `preWarmCycles`)Co-autoria de: Vicente Cartas Espinel <[email protected]>, GitHub
  • Adds support for Lottie ellipse shapes (`"el"`), which were previously ignored by the parser. (#18302)### Changes- **rawTypes.ts** — Added `RawEllipseShape` type and `"el"` to`RawShapeType`- **boundingBox.ts** — Added `GetEllipseVertices` for axis-alignedbounding box calculation- **spritePacker.ts** — Added `_drawEllipse` using `ctx.ellipse()`- **parser.ts** — Added `"el"` to shape type check in `_parseElements`### Tests- 3 unit tests for ellipse bounding box (origin, non-origin, centered)- 2 visual tests (main thread + web worker), GitHub
  • Babylon skill to review your own code (#18289)This is a new skill and set of instructions to review your code/branchbefore publishing a PR. This skill will automatically review followingall the instructions in the repo, and fix the issues it finds.The user can also ask for an interactive mode when invoking the skill,where they get to decide which issues should be fixed and which ones canbe skipped.———Co-autoria de: Vicente Cartas Espinel <[email protected]>, GitHub
  • Port Viewer Configurator to MakeModularTool and Fluent (#18301)This PR ports Viewer Configurator (one of our smaller tools) toMakeModularTool and Fluent. MakeModularTool is part of the foundation ofInspector v2, which provides the modular service architecture, the UIshell (side panes including redocking, undocking and collapsing,toolbars, central content), theming, persistent settings, andextensibility.This was done entirely with AI with a lot of guidance and corrections.Included in these changes are some instruction files that were createdprior to the port, and updated after the port based on iterations andlearnings. I'm checking these in so we can use them to try porting morecomplex tools as well.<img width="1717" height="1305" alt="image"src="https://github.com/user-attachments/assets/7413fe20-9935-4742-a253-3a25f3a0eee4"/>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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