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Showing content with the highest reputation since 06/22/2017 in all areas

  1. 19 points
    Deltakosh

    Announcing Babylon.js v3.0

    We did it again Congrats to all our great community, we've just shipped Babylon.js v3.0: https://github.com/BabylonJS/Babylon.js/releases/tag/v3.0.0 I hope you'll like it! And the blog post: https://github.com/BabylonJS/Babylon.js/releases/tag/v3.0.7
  2. 14 points
    Deltakosh

    Help wanted!

    Hey team! we were clearly heads down working on 3.0. Now that we successfully shipped it I would like to get the help of our wonderful community. I would like to improve the content of our documentation. If you go there: https://github.com/BabylonJS/Documentation/issues you will find a list of issues related to the doc. There are 2 kinds of issues: Missing documentation: These issues are used to flag a missing tutorial / documentation / overview Incomplete documentation: These issues flag articles / topics where we consider we should add more info If you want to help, you can: Create more issues to help identify what is missing / incomplete / unclear / using bad english / whatever could be wrong Take one issue and fix it: My favorite one Pick an issue, read this small tutorial and contribute to the best doc ever made for a 3d engine One of the goal of the 3.1 will be to add helpers everywhere to make common tasks even simpler. And I'm convinced that doc will be an important part of this simplification as well. Thanks a LOT
  3. 14 points
    javalang

    PBR composer ( node based )

    Hello, I'm happy to announce that the node based PBR Composer is on the road. What is PBR Composer ? In short, PBR Composer helps you design and visualize a PBR Material in an efficient way. Parameterizing takes place by dragging and connecting specific nodes from a palette (typically textures, colors and uv-coordinates) to the output node, which represents the PBR Material. A preview panel lets you see all changes in realtime and the corresponding js-sourcecode will be updated as well. The resulting graph can be downloaded in JSON format for later use. Images can be inserted via preview fileselect dialog and/or Drag&Drop, in latter case the images will be transformed to embedded data-urls so the javascript functions can be reused without dependencies. Different meshes and environment-maps are available to see the material under different geometry and reflective light conditions. Motivation for PBR Composer: Due to the complexity of the PBR material (soo many combinations with soo much amazing effects) there is a need of having realtime feedback reflecting the changing parameters. Other than some editor already out using a bunch of parameters in confusing properties panels, nodes lets you to concentrate only on the parameters you need giving a nice overview in form of a graph. Nodes can also be shared and avoids therfore redundancy in the sourcecode. The goal is/was to make the user interface as efficient as possible. The idea for realizing the PBR Composer was inspired from Shader Editor. Technical details: PBR Composer is a web application based on dat.gui, w2ui, litegraph.js and of course on BABYLON.js TODO: At the moment, PBR Composer is customized for PBR-Glossy materials. The current activity is realizing a function for switching between Glossy and Metallic paradigms. Any questions? Let me know... PS: PBR Composer is still in alpha stage but will be deployed in beta stage soon Here it is te demo ...
  4. 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
  5. 13 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
    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
  7. 12 points
    FunFetched

    Shell Shockers

    http://shellshock.io My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy! Facebook: http://www.facebook.com/ShellShockGame Twitter: https://twitter.com/eggcombat
  8. 12 points
    Deltakosh

    Babylon.js v3.0 is almost done

    Hey team! we plan to ship bjs 3.0 on 7/12/2017. Please consider adding what you want before end of this week (7/7) or it will have to wait for a couple of weeks (We will keep the code frozen for one week to do the final validation)
  9. 11 points
    Samuel Girardin

    New Physics Engine Progress

    Hi, Few news about energyJS, It's still in dev. Here is a quick very alpha preview with examples. This is not a bjs plugin version. @RaananW worked one year ago on the plugin. We need to talk about that, For the moment it reproduces more the c inteface of ODE c++ project(http:// www.ode.org). It's quite usefull, ODE documentation is really good, and I kept all the method name. Energyjs is port of Open dynamic engine to JS with EMSscripten (http://kripken.github.io/emscripten-site/) . Tuto1_friction Tuto2_friction2 Tuto3_bounce Tuto4_rolling_friction Tuto5_rolling_friction2 Tuto6_contact_cfm_erp Tuto7_contact_cfm_erp2 Tuto8_motion Tuto1_auto_disable_body WoodMachine BallJoint Trimeshes Vehicle (maybe you need to refresh the html page - loading is async and I forgot to fix that,, same for v+trailers) Vehicle+trailers (arrow key to control the vehicle, d to flip the vehicle) It's only cpu dependent, maybe a little more faster than oimo and canon. Really well documented on ODE's part. You may have a TOTAL_MEMORY bug, search '167108864' in js/energy.js and increased this value. This is just a start. I will publish this week the the typescript dev commented on github .
  10. 10 points
    jerome

    SPS experiments

    Hi, People usually love the Solid Particle System (aka SPS). Some of them sometimes ask for new features like the ability to extend it once created (coming soon) or for some extra speed by the ability to disable some computations. I made some study about how things could get faster. The short answer is : go to a lower lever in the implementation (replace the arrays of objects by typed arrays of floats, for instance), then use if possible other processes (GPU or workers). Well, here are the current status of my prototypes, so you can compare on your computer and browser the differences. The SPS of reference is really big, filled with 40K (yes, 40, 000 !) boxes and tetrahedrons. It's far more than we usually ask to a SPS with animated solid particles in the PG examples you could find in the forum posts. So your browser may suffer a bit ... Reference legacy SPS : http://jerome.bousquie.fr/BJS/test/spsReference.html Then comes the lighter typed array based version : http://jerome.bousquie.fr/BJS/test/spsBuffer.html As you can notice, it's a bit faster. Not only because of the usage of buffers/typed arrays, but also because it has less features than the legacy SPS for now. Let's go on... [EDIT] (from here, your need to have a browser with sharedArrayBuffer enabled) Here comes his new friend, the worker based SPS : http://jerome.bousquie.fr/BJS/test/spsProtoWorker.html This one is really faster. In this version, the particle logic (what the user want them to do) is still in the main thread and the worker only computes the transformations (the final vertex coordinates from the particle rotations, positions, scaling values, etc). At last, here's the second worker version : http://jerome.bousquie.fr/BJS/test/spsProtoWorker2.html It looks faster ... at least on my browsers. In this last version, the particle logic is deported in the worker. The main thread only carries for updating the mesh from the vertex buffers. In both worker versions, the worker computations are decoupled from the render loop. This means that the worker computes, then answers the main thread it has finished and this one just order it to compute again, whatever the render loop is currently doing at this moment. The render loop just reads the data currently updated by the worker in a shared buffer (shared between the worker and the main thread) Next study step to come (not soon) : the GPU based SPS Please wait for a while until the frame counter stabilizes to the current average value if you run the tests.
  11. 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
  12. 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
  13. 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
  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. 10 points
    davrous

    BabylonJS Mansion in WebVR

    Hello, I'm having fun while writing our next big tutorial on building WebVR scene with Babylon v3. Here's a preview of what I'm working on. The Mansion scene is really a great experience in VR! You can use the VR controllers to teleport, it sends a yellow ray by default. If the ray turns blue, it means you're pointing to an actionable item (using our Action Manager). Pressing the VR controller button will run the action on it, most of the time an animation + sound like in the regular version of Mansion: http://www.babylonjs.com/demos/mansion Enjoy! David
  16. 9 points
    Hey guys, My name is Mike and I'm from Korea. Me and 14 other guys are making a HTML5 MMORPG called "Mad World". Here's its trailer. And here's rain animation The game has all the familiar features of MMORPGs but the combat is more face-paced. It has hand-drawn artstyle like you see here. I will be posting some updates here from now on, and maybe some development tips we learn along the way. We want to be a pioneer in the area HTML5 in Korea which is still very new in the country. We want to make it available worldwide by the end of 2018, so we still have a long way to go. Any feedback is welcome by the way. Thanks and let me know what you think of the game! For more information on the game, you can visit our website: www.jandisoft.com or follow us on Facebook Twitter Youtube Here's the latest update We are throwing an in-game Halloween event next week from October 30th to November 1st. Anyone interested here's a link to the game. http://halloween.madworldmmo.com/ We will open the server during the event time. Hope we see you guys there. =) Here's a wip customization system,. Oh, and we recently opened a forum. Come by and say hello if you're interested. =)
  17. 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)
  18. 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
  19. 9 points
    Hi, @Deltakosh and I were delivering several session during a big French event named Microsoft Experiences 17. We've done a couple of babylon.js related session. One of the most popular session is named Coding4Fun and I've created a small demo scene intro acting as the agenda of the session. You'll find it there: It uses our new GUI engine, some cool Post Processes like VLS/Godrays and so on. I've also composed the music for it. Thanks to @Stvsynrj who has created most of the awesome content used in this demo! During the same session, I've been building a fun WebVR experiement I'll share later on my on blog Enjoy! David
  20. 9 points
    troymius

    Rea3D

    Dear Babylon.js Team, I came across babylon.js in February of this year. After sticking with Python for 10+ years to satisfy my hobby and work needs, babylon made me say: that's it, I am learning javascript now :-) So after about 7 months of tinkering I just put my hobby website out there tonight (rea3d.com). I probably did everything possible wrong - I am sorry for all the terrible inefficiencies and clumsiness you may see on the page. There are only so many things one can absorb at around 10pm after a long work day :-) Consider it a work in progress and hopefully it will only get better :-) Anyway I wanted to thank you for creating babylon.js. It is 100% amazing. I wish something like this existed way back when I was in college and had all this free time :-) Thank you!!
  21. 9 points
    Hi beloved community, We're proud to announce that we've got a full support of the Windows Mixed Reality headsets AND Spatial Controllers in v3.1 : We even have very cool animation of the controllers to enhance immersion. We're also working on simplifying a lot the creation of WebVR experiences in Babylon.js via the VRHelper. Stay tuned. But using only 2 lines of code, we will soon be able to cover 80% of use cases David
  22. 9 points
    renjianfeng

    A zombie FPS game demo

    Hi~ I'm from Hangzhou, China. I wrote a FPS game with babylonjs, but there are still many things to do. I uploaded some complete code to GitHub, and if you're interested, you can always download it, and I'll synchronize the latest code with GitHub in time github url:https://github.com/renjianfeng/BabylonFpsDemo (click Star) github.io url:https://renjianfeng.github.io/BabylonFpsDemo/example/index.html (Thinks satguru) Also, please remember to bring your headphones and enjoy the perfect sound effects. (at least I think so.) Some screenshots
  23. 8 points
    lunafromthemoon

    Visual Novel Engine RenJS

    Hi! I'm a developer from Argentina and I just released a visual novel engine based on Phaser and inspired by Ren'Py, called RenJS. The stories are written in yaml on a list of actions, and then interpreted and executed with Javascript and Phaser. It's easy to use by non programmers and it's super easy to extend and modify for anyone that knows a bit of phaser. I invite you to check the tutorial game I made with the engine itself in https://lunafromthemoon.itch.io/renjs, you can also get the code from https://gitlab.com/lunafromthemoon/RenJSTutorial, download it, play it locally and grab the files to make your own visual novels. There's no official documentation of it yet, but I'm working on it. I hope to get some feedback from you all, thank you!
  24. 8 points
    NasimiAsl

    GlassMaterial

    https://goo.gl/aHbWda
  25. 8 points
    Deltakosh

    New depth pre pass rendering

    Hey team!! To help fighting alpha sorting issue, we've just introduced support for depth pre pass rendering. The overall idea is to render depth value first to fight against self mesh sorting issues. Here what it looks like when facing the issue: https://www.babylonjs-playground.com/#1PLV5Z#1 And here is the fix with the pre pass rendering: https://www.babylonjs-playground.com/#1PLV5Z#16 Documentation: http://doc.babylonjs.com/tutorials/transparency_and_how_meshes_are_rendered#depth-pre-pass-meshes