Popular Content

Showing most liked content since 04/19/2017 in all areas

  1. 25 points

    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. 19 points

    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
  3. 17 points

    Announcing Babylon.GUI

    Hey all, I'm really pleased to announce the availability of Babylon.GUI. http://doc.babylonjs.com/overviews/gui In a nutshell, Babylon.GUI is a GUI layer which can be used inside your scene. It is an alternative to DOM or Canvas2D. Please try it and give me any feedback
  4. 16 points

    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
  5. 16 points

    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
  6. 14 points

    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.
  7. 14 points

    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
  8. 14 points

    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 ...
  9. 14 points

    Webgl Spector

    Hello, I am happy to announce the release of my last Dev: http://spector.babylonjs.com This will help any of you willing to troubleshoot or understand what are the webgl commands generated by the engine ! Have fun,
  10. 13 points
    The default pipeline has been updated to add Depth of field, Grain, Chromatic aberration and MSAA post processing. The existing bloom effect has also been updated to only bloom the bright highlights instead of blurring the entire image. See the updated demo and docs. Please let me know if you have any feedback. Thanks!
  11. 13 points

    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
  12. 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
  13. 13 points

    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.
  14. 13 points

    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.
  15. 13 points

    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
  16. 13 points

    Forum Downtime - The forum is moving

    Hi all, Yesterday, starting at 4pm GMT, the forum suffered a comprehensive, well-coordinated DDoS attack. This was a properly distributed attack, meant to disable the site (which it did), not just some script kiddies playing around. We had thousands of open connections blocking ports and exhausting our httpd service, with sustained inbound traffic floods of 20GB per second (the equivalent of saturating a dedicated 40Mbps T3 line). I spent the entire night working diligently with my host to resolve the problem. As a side effect, the attack also took down other sites hosted on the same server, including the Phaser site. The target, however, was the forum. We finally managed to block the attack, but there were 12 hours of downtime and ripples of it carrying on throughout today. It cost me a lot of time, money, and effort. Although no-one has claimed to be responsible we have evidence indicating it was related to a previous altercation that took place on the forum. As a result, several things are happening: 1) The forum is moving to a different host. It will be hosted directly by Invision, the company who make the forum software. They are in the process of transferring the forum, and in approximately 6 hours time it will be offline as the transfer takes place. They will retain all member accounts, forum posts and file uploads. Custom plugins will also be kept. My thanks to the Babylon.js team to helping fund this move. 2) The Chat room has been disabled, and will not be bought back after the move. 3) The forum will be offline as the domain name is transferred over the course of this weekend. Honestly, I'd just wait until Monday and come back then. 4) I am personally taking the decision to remove a member of the community a lot of you may know: TrueValhala. To be clear, I do not believe he is responsible for orchestrating the DDoS at all. However, he constantly clashes with other forum members (some of it warranted, some most certainly not), and I am regularly receiving complaints to the point where I cannot ignore them any longer. This DDoS attack was the final straw. I've given this situation a lot of thought, and for many years I have let his actions slide because it was always just a form of 'passive aggressiveness' and over-reaction, rather than anything malicious, and sometimes it was justified too (he receives his own fair share of vitriol now and again.) If you are one of those who has attacked him in the past, perhaps you helped contribute to his polemical responses? But I've moderated forums for over 20 years now, and can confidently say this is one is the most helpful and friendliest ones I've had the pleasure to be part of, and I'm not willing to let it be negatively impacted like this any longer. I'm genuinely upset it had to come to down to this. I know a lot of you follow TV and admire his work, and personally, I admire greatly what he has achieved with html5 on a business level. I'm only writing about him here because I know a lot of you will ask why he is 'banned', I didn't wish to single him out, but he's a prominent part of the community, and you don't just remove that without justifying it first. I genuinely wish him the best for the future and hope he can find another forum to share his insights on, for when you strip away the scathing elements, what is left is usually really informative. You're welcome to email me directly about any of this.
  17. 12 points

    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
  18. 12 points

    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)
  19. 11 points
    Samuel Girardin

    Energy.js playground

    Hi, I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! bounce box ball joint wood machine vehicle (arrow keys) Typescript sources, grunt, etc : github It's quite tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error). sam
  20. 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 .
  21. 11 points

    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
  22. 11 points

    Improved shadows

    Hey team! We ( @Sebavan and I) spent a lot of time improving the accuracy of our shadow engine. This means that we have now better precision and more reliable shadows generator. You should need less tweaking (bias, etc...). But as the topic is pretty complex please use this thread to report any issue regarding shadows that you may have
  23. 10 points

    js13kGames 2017

    It's that time of the year again - time to start thinking about the js13kGames competition. The sixth edition will start on August 13th, 13:00 CEST and will run for a month. For those who don't know it yet: it's an online competition for HTML5 game developers where the fun part is the file size limit set to 13 kilobytes. Check the rules for details. There are always notable judges, lots of cool prizes, and free t-shirts for all entries shipped worldwide. See the forum topics from previous years for reference: 2013, 2014, 2015, 2016. Follow the compo profiles on Twitter and Facebook to be up to date with all the news and announcements. I'm looking for prizes and sponsors, so if you can help with either of those please get in touch! So, who's going to participate?
  24. 10 points

    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
  25. 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
  26. 10 points

    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
  27. 10 points

    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.
  28. 10 points

    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.
  29. 10 points

    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
  30. This post cannot be displayed because it is in a forum which requires at least 5 posts to view.
  31. 10 points

    Furniture designer

    Hey guys, I've made a furniture designing app using babylon js. Go here to start customizing -> http://portfolio.meble.design/app/ Go here to view a premade model: http://portfolio.meble.design/app/?conf=10041720 or http://portfolio.meble.design/app/?conf=19031726 or http://portfolio.meble.design/app/?conf=19031728 I've also designed a furniture model in the app and then produced it myself to fit into my apartment, it looks like this -> http://i.imgur.com/E06iE5B.jpg
  32. 9 points

    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.
  33. 9 points

    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!
  34. 9 points

    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
  35. 9 points

    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
  36. 9 points

    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:
  37. 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. =)
  38. 9 points

    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: 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.
  39. 9 points

    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)
  40. 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
  41. 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
  42. 9 points


    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!!
  43. 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
  44. 9 points

    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
  45. 9 points

    PBR Breaking Changes

    Hello, After one year of the PBR Material, we collected most of the required feedback to make it Awesome. But unfortunately, this will go with some breaking changes.. I am really not happy to integrate them but they are for the best and I will fully document them. Knowing our backward compatibility Philosophy in BJS, I just want to give a long time ahead with our plan to ensure this will cause the lowest level of disruption on your projects. Strikeout tasks have been completed. First thing, is the migration of the current PBRMaterial in MaterialsLibrary under the name LegacyPBRMaterial to ensure that the ones among you relying on it can continue to find the current version as of today. This will not be fully maintained but mainly keep for reference during the time everybody migrates to the newer/greater one. Only urgent fixes will be addressed on it. As nobody seems to rely on them, the overloaded values used for debug but taking quite a big amount of code will be removed from the material. All the scalar values will be multiply by their respective maps like albedoColor * albedoTexureSampled (currently it is totally inconsistent and depends of the channel) The different channels will be renamed to map with the GLTF nomenclature (At least I will not have anymore issues in naming :-) ) to allow an easier adoption of BJS and less ramp up for everybody. For example, the material microsurface will be named back to glossiness and reflectivity to specular... All the Maths issues and bugs presents in the material will be fixed. The environment blur will be fixed through offline and/or loadtime GPU generation. (This should be compatible with browser not supporting both FullFloat and Texture LOD) A migration from full float to LUV is in our minds for the environment to allow the use of none full float buffers with HDR compatibility. UBO, Push Mode and the full sets of greatest new features will be added to the new version. A new light type will be created to ensure an easier management of the intensity value in PBR mode. I should not forget a lot here and I hope you understand the future change. This is planned to happen during this month so do not hesitate if you have any feedback, think about any blockers or other evolution you would like to see in. As a consolation gift for the breaking change, I can propose to add the pbr exporter in 3dsMax or blender ?
  46. 9 points

    New Gui in Babylon

    hehe:) good catch ! This is my new project. The plan is to provide an alternative to Canvas2D. The main difference is that Canvas2D is full GPU oriented (text constructrion, animations, etc..) while Babylon.GUI is CPU based (it is an extension of the DynamicTexture) While it could be seen as a less performant aproach, it is also more flexible. It support alignment, margin, events. Controls are: Textblock, Button, Image, Container It is still under heavy working. Documentation will be soon available with samples.
  47. 8 points

    Street Hoops 3D game

    Here's a little game I've made: https://games.famobi.com/new-games/street-hoops-3d?technology=web 2D physics handled by box2d and net physics by cannon.js
  48. 8 points

    Phaser 3 Beta 1 Released

    I'm glad to announce that Phaser 3 Beta 1 is now available. There is a Getting Started guide: http://phaser.io/phaser3/gettingstarted which details how to download it and get up and running. Once you've got it running I'd urge you to check out the Phaser 3 Examples. Click 'Edit' on any demo to see the code and learn from it! There are no docs for Beta 1 as we've been delayed by various issues, but they will start to arrive in Beta 2 in a few weeks time. Nearly all examples up on the Labs will run under Beta 1 as I spent a good while tidying them up. You will still find some that don't run but they should be in the minority now. Any questions - post here! Cheers, Rich
  49. 8 points
    Hi, I’ve just finished a big tutorial explaining why and how to build a cross-platforms VR experience using WebVR and Babylon.js: https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/ It contains a lot of samples to: - Create a scene running on smartphone using the Device Orientation fallback, on Mixed Reality headset in Edge and Oculus Rift / HTC Vive in Firefox / Chromium using WebVR. - Show how to teleport either using the gamepad and a gaze approach or using a VR controllers if available (will be our case by the end of the year with RS3) - Show how to interact with items using gaze or VR controllers I’ve been able to demonstrate some of its content to various French meetups and people were amazed by the quality of the rendering and possibilities. We still have some work to do to simplify WebVR usage compared to A-Frame for instance, but it's planned for 3.1 of Babylon.js. In the meantime, test our Mansion VR experience: http://playground.babylonjs.com/frame.html#QWIJYE#6 either on your smartphone using Cardboard, in Edge with a MR headset or in your Oculus / Vive in Firefox 55 beta! Feel free to spread the world also RT my tweet: https://twitter.com/davrous/status/883416521057456129 Thanks, David
  50. 8 points
    Hi! I just released a Vscode extension for Babylon.js, that can be used to display the content of a babylon file in a preview panel. Basically, it's a local sandbox You can check it out here: https://marketplace.visualstudio.com/items?itemName=julianchen.babylon-js-viewer I plan to add more features: quickly check meshes names, materials, cameras, lights... In order to have a quick links glance at the content, and being able to use it in my game. Feel free to give me feedback, it's always appreciated You can also let me a review on Vscode marketplace Thanks!!