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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
3,700 forks.
26,162 estrelas.
18 questões em aberto.

commits recentes:
  • consertar(webgpu): reset static caches when the last engine is disposedClear shared WebGPU caches only after the final WebGPU engine is disposed, preserving other live engines. Add focused disposal lifecycle coverage.Co-authored-by: Enrique Velasquez <8260822+[email protected]>Co-Authored-By: Claude Opus 5.5 <[email protected]>Co-autoria de: Copilot <223556219+[email protected]>, GitHub
  • tarefa(deps): upgrade tooling majors and support Node 22 developmentUpgrade development tooling and validate Node 22/24 compatibility while preserving published runtime requirements.Co-authored-by: Raanan Weber <[email protected]>Co-autoria de: Copilot App <223556219+[email protected]>Co-autoria de: Copilot <223556219+[email protected]>, GitHub
  • consertar(inspector): include child animatable animationsInclude child animatable tracks and route deletion to their owner.Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • consertar(physics): apply ragdoll joint limitsApply configured ragdoll limits after joint initialization.Co-authored-by: Copilot <223556219+[email protected]>, GitHub
  • Inspector Lite: add opt-in GPU picking (P6a) (#18988)> 🤖 *This PR was created by the create-pr skill.*## SummaryAddresses **P6a** of [BabylonJS/Babylon-Lite#55 — InspectorLite](https://github.com/BabylonJS/Babylon-Lite/issues/55) with opt-inGPU mesh picking and Inspector selection synchronization.- Add a target-icon **Enable Picking / Disable Picking** toggle to theLite Inspector toolbar. It is registered only while the engine has aregistered `SceneContext`, including scenes on auxiliary surfaces.Removing the last scene exits picking and removes the toggle; adding ascene restores it with picking disabled.- Select a mesh by tapping its scene canvas using Lite's public GPUpicker. Selection flows through the shared selection service, updatingthe Explorer, Properties pane, and `debugNode`.- Preserve selection during camera drags and empty-space taps. Escapeexits picking. CSS scaling and canvas borders are accounted for withoutapplying DPR twice.- Reject stale GPU results after newer picks, manual selection changes,disabling, scene removal, or disposal. Reuse per-scene pickers and deferGPU buffer disposal until pending readbacks finish; restore cursors andremove listeners during cleanup.- Make the shared `ToggleButton` fully controlled. Clicks request`onChange(!value)` outside React state updaters, avoidingupdate-during-render warnings. The parent owns the checked state;rejected requests no longer produce an optimistic local toggle.- Add picking and controlled-toggle regression coverage and document theLite picking behavior and test-app setup.## ScopePicking supports meshes in registered scenes on primary and auxiliaryHTML canvases. Hidden/non-pickable meshes, offscreen canvases,standalone text/sprite rendering contexts, and non-mesh pickcontributors are excluded.**Selection highlighting is intentionally omitted for this increment**,as agreed during implementation. Transform gizmos belong to P6b and arenot included. This PR does not close the broader Inspector Lite trackingissue.## ScreenshotThe new target-icon toolbar toggle is enabled, with the picked **BlueSphere** synchronized in the Explorer and Properties pane.![Lite Inspector picker toolbar enabled with Blue Sphere selected inExplorer andProperties](https://github.com/user-attachments/assets/1eca2b69-ba00-4baa-b82b-04b838243031)## Validation- Repository formatting, lint/tree-shaking checks, and source buildpassed.- Focused picking, controlled-toggle, and Explorer regressions: **33tests passed**.- Chrome software WebGPU: actual canvas picking at DPR 1.5, Propertiessynchronization, Escape, last-scene removal, and auxiliary-only sceneregistration verified in the Inspector v2 test app.- The full unit suite did not pass on this Windows DevBox. Timeout casespassed on an isolated, reduced-concurrency rerun; three failures remainin unchanged build-tools suites: two path-separator assertions in`watchDeclarations.test.ts` and the prefixed asset-watcher case in`copyAssets.test.ts`. These unrelated issues are intentionally notincluded in this PR.Co-authored-by: Ryan Tremblay <[email protected]>Co-autoria de: Copilot App <223556219+[email protected]>, GitHub
: 3D, Babylon.js, Framework, Game Engine, HTML5, JS, WebGL

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