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  1. 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!!!
    25 points
  2. I've spent the last week or so putting together a fairly comprehensive plug-in for Phaser in the form of an isometric (axonometric and dimetric to be precise) renderer for Phaser. Not wanting to stop there, I decided to go the whole hog and port over Phaser.Physics.Arcade to the new renderer by adding in an extra dimension. You can get the plug-in here: http://rotates.org/phaser/iso/ - the page also contains a working example so feel free to view the source to get a feel for how it works. I'll be creating several more examples in the coming days and weeks, as well as improving the plug-in, f
    25 points
  3. Hey guys, since we have a few beginners here on board, trying to make their first steps in the world of HTML5 games, I thought it might be good to point you to a few resources about how to learn to write good javascript code. JavaScript is a language where you have to be a bit careful about your syntax and code style if you want to write maintainable and readable code in the long run. The advice I give to most newcomers is: DONT dive right into developing a complex game! First learn how to handle the language properly. Spending a week or two with reading through a good JavaScript book and
    24 points
  4. Hello, I thought to place this on the demos and projects thread, however I decided to post this here as it is more a topic for which framework to use and why. I was hired by an elite software development group at Sony Electronics to help them navigate through WebGL to build a pipeline to deliver content for the South By Southwest convention and to create a foundation to quickly develop games and online media for future projects. In short, I was tasked to escape the limitations of 2D media and help Sony move forward into 3D content taking advantage of the WebGL rendering standards. T
    24 points
  5. Deltakosh

    Babylon.js v3.2 is out

    It's celebration time! I'm so thrilled to announce that Babylon.js v3.2 is now out. Once again this could not have being possible without all of you (contributors, testers, bug hunters, doc writers)! Thanks folks! We have a wonderful vibrant community. So feel proud, share it, love it, use it Here is the release notes: http://doc.babylonjs.com/whats-new The blog will it the social network at 10am PST! And the announcement video:
    24 points
  6. rich

    Kiwi.js vs Phaser

    The important thing to look at with those posts is the date on them, to appreciate what happened and when. But this is a perfectly fair question, so here goes a little history lesson When I left my previous company and started Photon Storm full time, my first project was to help build Kiwi.js for a company in New Zealand called Instinct Entertainment. It was just myself and one other part-time developer (the massively talented Ross Kettle). We had nothing to work from, no template as such, so we were literally creating it on the fly - and what's more, the html5 landscape was constantly shif
    23 points
  7. Hello everybody, As you surely noticed it, the old debug layer has been reworked in something bigger... called the "inspector". This tool has the goal to become the 'F12 tool' of our beloved engine, without replacing the official editor. It's dedicated to HELP the developer by providing some debug features. You will find almost every feature from the debug layer, and much more: display shaders code, display textures used on materials, check stats, enable lights... All properties are refreshed almost in real time (actually every 200ms for performances reasons). AND you can update
    22 points
  8. Nockawa

    Canvas2D Main Post

    Hello good people of the babylon.js community! Update #14 from January 29th, 2017 Primitive Collision Manager (PCM, @ller request) The PCM is finally done! Well, first release, I've already spotted some not supported cases... Anyway, you can check a PG demonstrating the feature here: http://babylonjs-playground.com/#1PXWLR#2 (I've commented the PG for you to see how it works) Turned out that I didn't do what I wrote in the previous message, I didn't check for OOB and I've implemented a generic triangle set versus triangle set intersection algorithm right away. Basically all
    20 points
  9. Deltakosh

    Babylon.js 2.5

    We're done my friends!!! Thank to this wonderful community we managed to close and ship v2.5: https://github.com/BabylonJS/Babylon.js/releases/tag/v2.5.0 Here is the announcement tweet: Please RT
    20 points
  10. rich

    Phaser 2.0.0 Released!

    After a LOT of hard work I finally pushed Phaser 2.0.0 out today! It literally only just snuck into the March 13th release date But I'm super happy with this build. The headlines: 1) Pixi 1.5 under the hood = much faster in nearly all cases 2) Multi-physics engine support: Arcade, p2.js full Body and Ninja. 3) Better Group handling - more sensible parenting, less code, better child support, faster. 4) Better Text handling - Bitmap Fonts with spaces in the name! Text shadows, text events, web fonts, etc. 5) More consistent input events across more game objects than before. 6) Literally hundr
    20 points
  11. So a few of you are rightly confused after my recent commits Let me explain what's going on with the physics systems inside Phaser ... As you may know, I've been really happy with p2.js for all of Phasers proper full-body physics requirements. It's excellent and I'm really pleased with how well it integrated. However on mobile it doesn't take long before the frame rate starts to dive. This is no fault of p2, it's having to do a lot of heavy lifting math and mobiles just struggle. Even with just 50 bodies in the scene you can see it start to suffer. So I wanted to offer an option to devs.
    19 points
  12. Hello community! As you know, the playground is a very valuable tool if you want to try, experiment and share your Babylon scenes. You can even search for a specific word in the whole snippet database from the documentation website, that make it easy to find and discover a new snippet. And because we know it's a very powerful tool, we worked hard last month with @Deltakosh on a better user experience when searching for playground. From now on, when saving a new playground, you'll have to fill several information: a title, a description and some tags. It will be asked only once at the playgro
    19 points
  13. 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
    19 points
  14. 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
    18 points
  15. We did it guys!!! Let's share the love: Feel free to retweet as much as you can!!!
    18 points
  16. Hello team! Since the very first version of Babylon.js materials are working in a pull mode. This means that every time a mesh needs to be rendered, its material has to ask the engine about a lot of information in order to compile the best shader possible for the given mesh. For instance, here is an incomplete list of states required to compile a shader: - Lights affecting the mesh (taking in account inclusion and exclusion lists and masks) - Textures and channels (including associated parameters like parallax for bump or reflection mode for reflections) - Fog, clip pl
    18 points
  17. Hello all, next version will certainly be 3.0 depending on my progress regarding WebGL2.0 support I'll use this thread to track progress. Done so far: WebGL 2.0 context initialization Shaders migration Texture LOD: used by PBR shader Depth Frag: Used by logarithmic depth buffer Vertex Array objects: Used to speed up vertex buffer submission Standard derivatives: Used by bump Multisample Rendertarget: Used to apply antialiasing to render targets (mirrors for instance) Uniform buffer objects: Used to speed GPU communication up Multi
    18 points
  18. Hello team! I'm glad to announce the availability of Version Builder: http://www.babylonjs.com/versionBuilder/ Now that we have a lot of satellite services, you can use this page to build a custom merged version of babylon.js!
    17 points
  19. 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
    17 points
  20. I can actually provide some insights on this point since prior to starting my indie game venture I was working as Technical Lead for an American brokerage firm in London (7 years) and prior to this, I worked for 3 years as C++ dev for a bank in Paris. As a dev in the financial sector you can expect to earn a lot more than in any other sector coupled with high bonuses and generous packages. Financial stability is definitely easier to achieve with these kind of careers. There are however some constraints that money cannot offset. Money cannot buy time lost (I started my life in an orphanage
    17 points
  21. Hello all, As some of you already knew it, I've been working on the a Babylon.js ebook for several months. Today, this book is finished, and I named it Learning Babylon.js. What is included in the book: - Getting started with Babylon.js (Hello world in 3D!) - Learn how to use primitives (box, spheres, torus,...), default cameras and lights - Detailed guide on materials and textures - Particles - Shadows - Collisions - Intersections - Physics engine (Oimo.js) - User inputs (keyboard/gamepad) - Animations - How to use exporters (3DSMax, Blender, Unity) - Shaders
    16 points
  22. 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
    16 points
  23. 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
    16 points
  24. dbawel

    I Love This Forum

    Hey Devs and All, I'm just feeling a bit sentimental about how far this forum has come the past 4 years. @Deltakosh and @davrous ( + others) have given us a creative outlet that has turned into a new frontier. I just wanted to say how much I appreciate that I am able to come to a place that provides me not only technical advice, but I've made many new friends as well. Much love to you all. DB
    15 points
  25. Hello gentlemen!!! Thanks to some colleagues here at Microsoft and to Temechon's team we now have a new toy to play with!!!! http://doc.babylonjs.com/playground And yes this is what you expect: a search engine INSIDE all playground snippets produced since the origin of the world!! Have fun! (please note that we still need to rework the display, but you get the idea)
    15 points
  26. 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
    14 points
  27. 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.
    14 points
  28. 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.
    14 points
  29. 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 yo
    14 points
  30. 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 pr
    14 points
  31. Sebavan

    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,
    14 points
  32. Hello team! as part of 3.0 version, I'm proud to announce the availability of ESM shadows (Exponential Shadow Maps). I updated the great doc done by @Wingnut to take this in account: http://doc.babylonjs.com/tutorials/shadows VSM (variance shadow maps) were removed (to keep backward compatibility the properties are still here but they will trigger a warning in the console). ESM are great because they can be blurred. Here is an example of all kind of shadows we have now: http://www.babylonjs-playground.com/#20FROK#2 ESM are great because they allow you to deal with
    14 points
  33. Deltakosh

    Happy Christmas!

    Hello my beloved community! It has been a really cool year for our little babylon.js! We (as a community) did so many improvements to the engine, the doc, the website that I can't count them I wanted to wish a WONDERFUL CHRISTMAS to you and your families. I won't be too much available until early January as this is the first Christmas for my daughter (the first where she can understand what is happening). But I'm not worried as I know that we have a team of extraordinary people dedicating time to help each others. Please take some time to spend time with
    14 points
  34. I had hoped to create a brand new Babylon Christmas Card - but real life gets in the way of virtual Reality So I decided to bring back my first Christmas effort with a few changes - I know @dbawel likes it. Basically some added geometry - a cottage, a sign and chimneys. The chimneys gave me the opportunity to experiment with particles - in addition to the particle effect I stole from @Wingnut; a long time ago. I had to create 5 textures, and I also tweaked the terrain. Anyway here it is: A Babylon Christmas Card You can also change the volume of the music Up or Down with
    14 points
  35. Thanks to the awesome Babylon framework, I'm creating a city building and simulation game; I thought I'd share the progress so I can ask some questions in case I get stuck. Here's a sample town (read-only at the moment because the UI is far from complete): http://misc.blicky.net/c2/?id=1 (desktop only) Some screenshots.. Current issues: Shadows are way too 1990's, even though the targetTexture is 4096 in size. It would be nice if the shadowGenerator's matrix would adopt to only include faces that are in the camera frustum. That way shadows would look g
    14 points
  36. Hi, One of our intern in Microsoft France and now core member of the team, @Luaacro, has been working with us building an online editor for Babylon.js: http://editor.babylonjs.com. In order to showcase what you could do with it, he decided to build a complete impressive scene: http://www.babylonjs.com/demos/ruins Yes, it has been entirely built with our editor! It uses a lot of high end effects we have in the engine like a standard pipeline, dynamic shadow generators and particles. He has written a small article about it: https://medium.com/babylon-js/babylon-js-editor-demo-is-n
    14 points
  37. Everything is here: http://doc.babylonjs.com/overviews/Physically_Based_Rendering Have fun!
    14 points
  38. Sebavan

    Grid Material

    Hello, It often happens in a project that a grid is required but it is not that easy to get it right (anti-aliased, easily configurable...). So please, find below a new material available in the babylon extensions (2.4) that may help dealing with it. This material requires the webgl derivative extension in order to work correctly. The documentation is available in here : http://doc.babylonjs.com/extensions/Grid As well as the playground : http://babylonjs-playground.com/#1UFGZH#12
    14 points
  39. Dad72

    Web Game Editor (MMORPG)

    Hello, I'm proud to talk about version 2 of my MMORPG editor (FR and ENG) that I renamed to "Web Game Editor" instead of "HeroonEngine" which was a name that looked too much like another existing editor. This version 2 comes with a new, more modern, community-based website. It will be possible to find a manual and video tutorials for getting started, as well as a shop and a forum (FR and ENG). The editor has undergone many improvements, new features and various fixes to make it more stable, more functional and more successful. Some things have been totally rewritten. It will come wit
    13 points
  40. Take a look at where I'm going with this and let me what you think. It is basically a heavily modified Babylon Unity Exporter Demo Video Link U3D - BabylonJS Game Editor Toolkit Quick Intro Demo API Update Warning: I tried to make it shorter, i took a deep breath and spoke as fast I could but it still took about 1 hour and 20 minutes. But the technical folks who are up to it and want to see how to use and how i put together a Manage Scene Component API with a light weight 'Unity-Style' life cycle with native babylon scene hooks for 'start, update and destroy' stages.
    13 points
  41. Hi Everyone, I recently launched a preview version of my game made with BJS, and you can try it here. It's a 3d billiards game, but currently only Snooker available in this preview version. Hope you'll like it, and have fun. It currently supports these browsers on desktop: Firefox, Chrome, Safari and Edge. (To BJS team: I have added a "powered by babylon.js" in the 'about' page of the game, please let me know if it is allowed to use your logo, and if I have used the right logo, since I just grabbed it from your home page, and converted to png.)
    13 points
  42. 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
    13 points
  43. 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 points
  44. 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
    13 points
  45. Most people here know that I have an 82 DSLR cammera scanning rig. I use this specifically for scanning in people at the shortest time possible (which is currently 1/300th of a second). However, such a complex rig is not required for scanning objects. You don't even need a DSLR camera or a handheld scanner. In this demo I used a simple iPhone 6+ and walked around a statue. We took 89 photos from different angles. My web designer had to stand on my shoulders for the top row of photos. The bust needed to have smooth shading but the base has sharp edges which I needed to preserve s
    13 points
  46. Hi everybody, Pretty new to Phaser.js but kind of old to AS3 I just started to port a as3 game into html5 with phaser, but my client wanted transitions between states - just like my game had in flash. Therefore I created a plugin just for this. You can find it here: https://github.com/cristianbote/phaser-state-transition Let me know, what you guys think, or what can be improved. Cheers!
    13 points
  47. After hundreds of hours of hard work, 13 Release Candidates and changes pretty much across the whole board - Phaser 2.2 is out! 2.2.1 Update There were a couple of small but really important bugs that slipped in at the last minute, one involving alpha not working in Pixi.js in WebGL mode, and the other a Tween Manager update. These have been rolled into a 2.2.1 release which is now live. Everything else remains the same as with 2.2.0, no API changes took place, so it's a safe direct update. What's new in 2.2.0? One of the nicest and most surprising things about a truly open-source proj
    13 points
  48. rich

    Phaser 1.1.4 Released!

    I'm really pleased to announce that the long-awaited 1.1.4 is finally out. There is a full write-up about it on my blog here: http://www.photonstorm.com/phaser/phaser-1-1-4-kandor-released-check-out-the-new-features-and-roadmap Thank you to everyone who contributed feedback and testing during development. This is a significant upgrade, so be careful before blindly upgrading from 1.1.3 if your game is well established under that codebase. If you find issues (and I'm sure you will!) please check the Examples first to see if there is a new way of handling things, then post about it on the f
    13 points
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