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Showing content with the highest reputation since 10/19/2017 in all areas

  1. 25 points
    Deltakosh

    Babylon.js 3.1 is available!!!

    Dear beloved community, I'm thrilled to announce that Babylon.js v3.1 is available. For this special occasion, we created a cool announcement video: I will blog on dev.windows.com later today but I wanted to share with you beforehand The list of features is (as always) really great and we can all be really proud of such an achievement! We also shipped several WebVR demos: And do not miss our hero demos: Congrats team!!!
  2. 16 points
    Deltakosh

    GPU particles

    Heya team!! I'm proud to announce that the GPU particles feature is now available! Documentation: http://doc.babylonjs.com/babylon101/particles#gpu-particles Interactive demo: https://www.babylonjs-playground.com/#PU4WYI#2 Please note that this feature requires webGL2 or it will fallback to CPU particles
  3. 16 points
    Sebavan

    Glow Layer

    Hello, It has been a while I did not introduced a new feature in BJS so as the higlight layer was famous, let s introduce the glow layer: http://www.babylonjs.com/demos/glowlayer/ Documentation is available here: https://doc.babylonjs.com/how_to/glow_layer
  4. 14 points
    jerome

    OfficeGames project

    Hi people, I'm glad to introduce you to my new project : OfficeGames. http://officegames.eu Well ... 3D games for office computers (not only, though). As said in the text, there's only one game for now and it's not even finished. I need your feedback and ideas to improve it and get it to the right direction. So please let your opinions, comments, criticisms, wishes, whatever in this thread. I won't answer everyone but will read them all for sure. Have fun [EDIT] FYI, my best score ever is 10200.
  5. 14 points
    Zygomatic

    500 HTML5 games in 4 years.

    Today, we finished number 500 of our growing list of html5 games. We (Arjan Haverkamp and me, Bram Schoonhoven) started this journey at the end of 2013. Our first html5 game was a remake of our Flash game Animals Connect. Now almost 400 different games are launched on our various portals. Our next goal: 1,000 HTML5 games. If we keep releasing 2 new games a week, it will take us another 5 years. All our games can be licensed for your game portal or you can distribute our games for free. Some statistics: Our most played game is Candy House with 2.5 million game plays. We have around 6 Million game plays per month with 1.25 million unique users playing our games. Average playing time is 12 minutes per game. Interestingly enough, our games are played 69% on desktop, 16% tablet and 15% mobile. Top 5 countries: United States, Germany, Brazil, Poland and Russia. Chrome is used in 58% of the game plays. Some of the tools/technology we use: Howler.js for audio. Hammer.js for touch support. Cloudflare as CDN solution. Javascript Obfuscator for obfuscating Javascript code. Browserstack for testing the games in various browsers. Google IMA SDK for monetization. Google Analytics. Add to Homescreen for adding game to the home screen. Screenfull.js for full screen support. Webfontloader.js for loading custom (Google) fonts. Cordova for creating apps. Website2APK for creating Android apps. PNGquant and JPEGoptim for optimizing images. Wavepad for creating sound sprites and optimizing MP3's.
  6. 13 points
    mbarde

    Stupax - Sidescroller game

    Hi all, I would like to introduce Stupax: A different sidescroller game, where you are not the guy, you are the level! In fact you control a movable platform using the arrow keys or your gamepad (Gamepad API) to help the guy (namely Stupax) to get through the levels. You can play the game here: http://mbarde.bplaced.de/stupax/ Controls: Arrow keys / Gamepad 'R' for level restart 'ESC' pause game and open menu Create and test your own levels here: http://mbarde.bplaced.de/stupax/editor.html You can find further information on my website and view the source code including contributions for the music, sounds and textures on GitHub.
  7. 13 points
    Deltakosh

    Animation weights

    Hey team! @MackeyK24 asked for it with so much energy that I spent my entire week end working on a new feature: the animation weights support To learn more about it, please read the doc here: http://doc.babylonjs.com/babylon101/animations#animation-weights A demo can be found here: https://www.babylonjs-playground.com/#IQN716#3 As always, any feedback is welcome! Note: I could have added a third animation to the demo (a run animation) but the model animation for run is a bit bad (it looked like the model was flying). If you have a better model, feel free to let me know
  8. 13 points
    A simple demo displaying the power of the ParticleSystem by creating a low-hanging fog. https://www.babylonjs-playground.com/#BHNVUE#1 Thanks to @Wingnut for finding the PG used as base for this demo. Have a nice saturday
  9. 13 points
    RaananW

    The new Babylon Viewer

    Hi boys and girls, I don't know if you noticed, but the repository has a new directory called "Viewer" : https://github.com/BabylonJS/Babylon.js/tree/master/Viewer The viewer is a simple way of displaying a model without the need of JavaScript at all. It (obviously) uses babylon, and can be customized to your needs using HTML tags and HTML attributes. The only two important lines in your page would be: <babylon model="https://playground.babylonjs.com/scenes/Rabbit.babylon"></babylon> <script src="https://viewer.babylonjs.com/viewer.min.js"></script> Which will result in this: https://viewer.babylonjs.com/basicexample You can read about how to use it and how to customize it here - http://doc.babylonjs.com/extensions/the_babylon_viewer It is currently in a very early stage. The (public) project can be found here - https://github.com/BabylonJS/Babylon.js/projects/6 , including future plans. I am in the process of simplifying the development, build, and deploy process and it will soon be available on NPM as well, if anyone wishes to embed it using webpack/imports/require/whatever
  10. 12 points
    Deltakosh

    New Class API documentation

    Hello team! I'm thrilled to announce that the new API doc is online. It is still beta so please report here any issue you may find. We moved to Typedoc to generate our doc in order to get: - Better readibility - Better Typescript support - More flexibility You can find it here: http://doc.babylonjs.com/api.html Have fun reading the doc PS: We are still looking for more volunteers to help writing API code comments
  11. 10 points
    satguru

    BabylonJS CharacterController

    A 3rd person character controller for BabylonJS source : https://github.com/ssatguru/BabylonJS-CharacterController docs: https://ssatguru.github.io/BabylonJS-CharacterController/ demo : https://ssatguru.github.io/BabylonJS-CharacterController/demo/ git download: https://github.com/ssatguru/BabylonJS-CharacterController/releases npm: https://www.npmjs.com/package/babylonjs-charactercontroller Originally developed as part of my Vishva project
  12. 10 points
    DarkLight

    3D Web Constructor

    Hello all i want to present you my new project, It's a Web CAD (It will be in the future ) for the moment it's more a viewer. For the moment i am focusing to include the most common features of BabylonJs. Here a capture of the current state As you can see it allows to see the loaded object structure, in the tree you can hide or show or allow wireframe to the a specific object, in addition you have the global actions that will be applied for all meshes. The application also has a custom context menu Here the Prefab creation section Here what i call the compound objects Mode (CSG Balybon plugin) I implemented a 3D section mode also (Still contains some bugs ) For the moment the Import is hard coded i don't have yet a server side implementation, this is the next step. The toolbar contains some other options like remove, clone mirror a mesh, change camera views, and camera behavior on selection. Your feed backs are all welcome (Positive or negative), any ideas are welcome too. Here the link to the project on github you can try it your self https://darklight4070.github.io/3DWebConstructor/ And here the source code https://github.com/DarkLight4070/3DWebConstructor And thxs for this nice BabylonJs framework Regards DarkLight
  13. 10 points
    Check out my latest Space Shooter Demo Has html gui, multiple levels or waves, score count, hazard count, restart by keyboard or gamepad button and ENEMIES For Those who want take a look at the project details, all the code and assets... You gotta love the Unity Project Packaging. So here you go: Space Shooter Project Source
  14. 10 points
    JohnK

    Playground Based Tutorials

    This demo https://economist-exposures-32112.netlify.com/ is inspired by @Wingnut's thoughts about a playground based tutorial. Whilst I have copied the PG code it is meant to be something different to the PG not a replacement. For a start the user cannot edit any code or do their own thing in anyway. It might not be what @Wingnut intends so consider it as the start of a proof of concept. This means you can ignore the style and the twee alien. The code can be found at https://github.com/BabylonJSGuide/InteractiveTutorials and the README gives some information on how I messed around the PG code. Currently there is only one tutorial and here is the code that runs it. Anyone interested in helping with further development of this - you would be most welcome.
  15. 9 points
    Hi everyone, I've created over 1000 tracks of music and sound effects that you are welcome to use in your games. It's all original...all my own work. All I ask is to be attributed as indicated on my homepage: http://soundimage.org/ I sincerely hope my tracks are helpful. Any and all feedback is welcome and always appreciated. All the best, Eric
  16. 9 points
    jodo

    Multiplayer Test with NullEngine()

    Hi Guys! I haven't been active here for quite some time and haven't done anything with Babylon.JS for quite a long time. But after checking out the changelogs, I saw that we can now run Babylon.js Server Side, how awesome is that! So I had to squeeze in some time and implement a proof of concept multiplayer simulation with Client and Server side physics engine. It's quite basic. The Client can control a ball by spinning it forward or backward (with W and S). By changing the camera angle (with A and D) you can change the direction of the impulse. With Space you can jump around. To check out how it behaves with multiple players you can either ask someone to also visit the site at the same time or just open a new tab in your browser. Technical it is rather simple. Server and Client communicate via Websockets. The client applies impulses to it's ball, these parameters for these impulses are sent to the server. The server applies these also and keeps the state for the whole world up to date. Each render loop the server sends the current state to all the clients (ideally 60 Hz). The clients then correct the position, direction and velocity of all objects including their own ball if needed. I haven't tried it out with higher delays, but I would suspect the result will be quite "jumpy". Interpolation for correction and prediction of movement is not (yet) implemented. Added Server Update Rate and Ping to see lags and delay in perspective to these metrics. Here is the code: https://github.com/j-o-d-o/multiplayer-babylon-js-game Here is the Demo: http://185.82.21.82:8700/ Here is a great article about Server-Client Game Networking techniques: http://www.gabrielgambetta.com/client-server-game-architecture.html which was somewhat the motivation to implement this proof of concept.
  17. 9 points
    Sebavan

    Webgl 2 Shadows

    Hello, Thanks to Webgl 2, we have been able to introduce two new kind of shadows: PCF (improved version of poisson sampling) and PCSS (contact hardening shadows). They are only available on Webgl 2 and will fallback to poisson sampling on other devices. Here is a quick shot at how contact hardening tries to simulate real life by getting softer when the blocker is further away from the receiver: https://playground.babylonjs.com/#ZT8BKT#2 And a real use in a scene with self shadows: https://www.babylonjs-playground.com/#EYEPRI#3 As usual, the doc have been upgraded: https://doc.babylonjs.com/babylon101/shadows#percentage-closer-filtering-webgl2-only And to properly setup self shadow: https://doc.babylonjs.com/babylon101/shadows#self-shadow Hope you ll enjoy it.
  18. 9 points
    brianzinn

    3D Level Editor

    A bit on the early side, but I've been working on a 3D level editor and a game to go with it. I did look for 3D WebGL map editors when I started and didn't come across any open source (besides Voxel type) and I want to use ie: glTF models inside the editor and integrate in a game and one day a easy to use game creation engine. The editor itself will be open sourced (right now it's too tightly integrated with the game). Hoping it will make game development easier and faster for games with small maps (2D, 2.5D or 3D) - users often have better ideas than game creators ever could have imagined! Partly inspired by this project https://brianzinn.github.io/react-redux-babylonjs-starter-kit/quarto (I copied the game from @Temechon). The first version of the level editor is here: http://robolo.co/game/build It's very PoC (Proof of Concept) material with lots of known issues and bugs. My next idea is instead of having the semi circle of things to instead have a tray that slides out in front of the board (and board slides back). Then I won't need all the popups with tiny text and it will work in VR. Right now the levels that you create can be published to the game, but not always published correctly, sorry . Publishing a level creates a URL you can share, though! To give an idea of how some bots work I created a 4 level tutorial: http://robolo.co/game/play (if the roboloco logo is spinning a level is loading... i'm on an affordable tier!) The game received lots of constructive feedback from an Indie game dev meetup this week, so will be working on those ideas, but unfortunately really busy on other things as well So, back to the drawing board... again. Thanks!
  19. 9 points
    Deltakosh

    360 videos

    Hello team, I'm happy to announce the availability of the Video dome! It is a new utterly simple tool to display 360 videos in your scene (with support for FOV change and VR of course) Demo: https://www.babylonjs-playground.com/#1E9JQ8#7 Doc: http://doc.babylonjs.com/how_to/360videodome
  20. 9 points
    jerome

    Solid Particle Parenting

    Hi Folks, Here's a SPS new feature : the particle parenting. Simple to understand : once a particle has a parent, all its rotation, position and pivot are then expressed in the parent particle local space. Simple to use : sps.initParticles = function() { for (var i = 1; i < sps.nbParticles; i++) { // declare each previous particle as the parent of the current one sps.particles[i].parentId = i - 1; } }; sps.updateParticle = function(p) { // each particle will rotate for +0.001 in the already rotated parent space particle.rotation.z += 0.001; } examples : the green box is parented to the translating red one, it also rotates around a local pivot http://jerome.bousquie.fr/BJS/test/spsParenting.html 600 boxes, parented per groups (stems) of 10, each rotating around its pivot : http://jerome.bousquie.fr/BJS/test/spsParenting2.html
  21. 9 points
    Dad72

    MoviRender - under construction

    Hello, I wanted to introduce a new project that I have been working on for some time in parallel with HeroonEngine. It's a 3D interactive story editor with game-shaped animations with hiding points to find or interactive objects to click to advance a story that you create, which can happen successfully or with failure. You will be able : - Create multiple scenes and navigate from one to the other to make indoor scenes, other outdoor ... - Create multiple cameras per scene to create different viewpoints as can be seen in the movies and also navigate from one to the other. The cameras to create are cameras spectator, there is also a camera made by default for the editor which is the user camera not use on the final rendering of the game. - Create a scene from scratch with a terrain and a user camera and a default spectator camera or create from a list of prefect scenes with different themes that you can complete and save to continue your work later. - Add primitive objects (to create hiding points to click) or customize for a scene, position them, turn them and scale them. Its objects can be interactive or not, made visible or hidden and what does its interaction do following a type of click (single, double, drag and long) but also the camera change, scene change, triggering animations, dialogues, effects, sounds or to make hidden objects visible ... - Animate objects, cameras and characters that are triggered with interactions on objects to advance the story. - Each scene has default shadows to activate and a default sky rotation, you can change the environment settings by changing the sky texture, add fog and change post-process and others. - You can also add backgrounds of different types to simulate a scene background. Ideal for creating depth quickly. - You can also create lights, the edit and exclude objects to illuminate. So you can create with MoviRender all kind of interactive story. This can be a police investigation to solve and according to the choices made, the story runs successfully or with failure. It's still under construction, but it's at a good enough scene to be able to talk about it. I do not know when I could finish it, I still need maybe 2, 3 months of work on it to release a first public version. I also have the whole site to do with tutorials. So I still have a lot of work. I think it's something that can be fun to create interactive stories. Feel free to leave your comments to get your opinion on this project. If you have ideas of what you would like to do with this kind of program, it may inspire me to add what I would not think. I will make an announcement when this project is available. Thank you. Here is a small screenshot:
  22. 9 points
    Deltakosh

    Please welcome the TransformNode

    I know this was a big ask from the community so I'm glad to announce that we finally support TransformNode! They are node with position / scaling / rotation like any mesh but without all the rendering. So they are just here to add transformation to a hierarchy. Example: https://www.babylonjs-playground.com/#JT0HN4 @JohnKsorry my friend because this could require some update to the doc (even if by itself everything will keep working the same as before)
  23. 9 points
    @Wingnut I appreciate the kind words I liked your idea, genious.. so i gave it a go, without clusters through. https://www.babylonjs-playground.com/#KBI6QI#1
  24. 8 points
    MarianG

    360 photo viewer

    Hello guys. I wish you a happy new year!...and the force be with you And let me introduce you my last demo: https://www.smarteam3d.com/portfolio/photo_viewer.html Stay tune! I'll come back with a new demo soon
  25. 8 points
    Hello dear community, I have just pushed a new version of Babylon to NPM. 3.2.0-alpha2 has a bit of changed package structure, which is, in general, transparent to the regular user. You will still be able to do the following: import * as BABYLON from "babylonjs"; What's new and exciting about this release are the extra modules that were added to this package. Babylon's npm package now contains commonjs and es6-ready modules, including typescript typings (for the commonjs modules). With the updated package you could do the following in TypeScript (and JavaScript): import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core"; import { ArcRotateCamera } from "babylonjs/arcRotateCamera"; import { HemisphericLight } from "babylonjs/hemisphericLight"; import { MeshBuilder } from "babylonjs/meshBuilder"; var canvas: any = document.getElementById("renderCanvas"); var engine: Engine = new Engine(canvas, true); function createScene(): Scene { var scene: Scene = new Scene(engine); var camera: ArcRotateCamera = new ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 2, Vector3.Zero(), scene); camera.attachControl(canvas, true); var light1: HemisphericLight = new HemisphericLight("light1", new Vector3(1, 1, 0), scene); var sphere: Mesh = MeshBuilder.CreateSphere("sphere", { diameter: 1 }, scene); return scene; } var scene: Scene = createScene(); engine.runRenderLoop(() => { scene.render(); }); window.addEventListener("resize", () => { engine.resize(); }); This will be using the commonjs modules available in the babylonjs package. The file generated (using webpack) will be roughly 2.2 MB unminified (which is an improvement to the 4+MB unminified Babylon file). To use es6, simple add /es6 after the module name. for example: import { AbstractMesh, Scene, Vector3, Engine, Mesh } from "babylonjs/core/es6"; I have worked a lot to make it work correctly. But there are (probably) many things I did catch. Please: Be patient! it was just released, there might be a few bugs. Use it, abuse it, make it fail, and let me know when it did! I want to fix all bugs until 3.2 is officially released I will write a detailed documentation page about how to use it. For a list of modules, you can refer to config.json in our Gulp directory (until I finish the docs) : https://github.com/BabylonJS/Babylon.js/blob/master/Tools/Gulp/config.json#L21 . Add "core", being the most important package there is. Enjoy!