sebavan 145953f3f0 Physics ES6 Abstraction 6 anni fa
..
glTF2Interface 480d84ff3a 4.0.0-alpha.19 6 anni fa
gui c452839ffd nightly 6 anni fa
inspector c452839ffd nightly 6 anni fa
loaders c452839ffd nightly 6 anni fa
materialsLibrary c452839ffd nightly 6 anni fa
postProcessesLibrary c452839ffd nightly 6 anni fa
proceduralTexturesLibrary c452839ffd nightly 6 anni fa
serializers c452839ffd nightly 6 anni fa
viewer c452839ffd nightly 6 anni fa
Oimo.js 70315a1a99 oimo release 6 anni fa
Oimo.license 9bb45b186f Add license files for 3rd party libraries 7 anni fa
_headers ebf7e875c3 Adding CORS header 8 anni fa
ammo.js d1cbc5060b add ammo js 6 anni fa
babylon.d.ts c452839ffd nightly 6 anni fa
babylon.js c452839ffd nightly 6 anni fa
babylon.max.js c452839ffd nightly 6 anni fa
babylon.max.js.map c452839ffd nightly 6 anni fa
babylon.module.d.ts c452839ffd nightly 6 anni fa
cannon.js 45511e2823 Adding the newest cannon.js 10 anni fa
cannon.license 9bb45b186f Add license files for 3rd party libraries 7 anni fa
draco.license 9bb45b186f Add license files for 3rd party libraries 7 anni fa
draco_decoder_gltf.js 430eb1b552 Simplify Draco configuration 7 anni fa
draco_decoder_gltf.wasm bd03622585 Update Draco 7 anni fa
draco_wasm_wrapper_gltf.js 430eb1b552 Simplify Draco configuration 7 anni fa
earcut.license 5468491272 Earcut is now an external ooptional dependency 7 anni fa
earcut.min.js 5468491272 Earcut is now an external ooptional dependency 7 anni fa
gltf_validator.js c85f454e71 Add support for glTF validation 7 anni fa
package.json 480d84ff3a 4.0.0-alpha.19 6 anni fa
packagesSizeBaseLine.json 145953f3f0 Physics ES6 Abstraction 6 anni fa
readme.md aa6476836e Readme 6 anni fa
split.js 147097964b Merge upstream 8 anni fa
typedocValidationBaseline.json d3fc799004 w000000000t 7 anni fa
what's new.md db0f1e3163 Merge pull request #5768 from mrdunk/FollowCamera_MouseWheelInput_fix_orientation 6 anni fa

readme.md

Babylon.js

Getting started? Play directly with the Babylon.js API using our playground. It also contains a lot of samples to learn how to use it.

npm version Build Status Average time to resolve an issue Percentage of issues still open Build Size Twitter

Any questions? Here is our official forum.

CDN

Additional references can be found on https://cdn.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist folder like https://cdn.babylonjs.com/gui/babylon.gui.min.js

For the preview release, use the following URLs:

Additional references can be found on https://preview.babylonjs.com/xxx where xxx is the folder structure you can find in the /dist/preview release folder like https://preview.babylonjs.com/gui/babylon.gui.min.js

npm

BabylonJS and its modules are published on npm with full typing support. To install, use:

npm install babylonjs --save

This will allow you to import BabylonJS entirely using:

import * as BABYLON from 'babylonjs';

or individual classes using:

import { Scene, Engine } from 'babylonjs';

If using TypeScript, don't forget to add 'babylonjs' to 'types' in tsconfig.json:

    ...
    "types": [
        "babylonjs",
        "anotherAwesomeDependency"
    ],
    ...

To add a module, install the respective package. A list of extra packages and their installation instructions can be found on the babylonjs user on npm.

Usage

See Getting Started:

// Get the canvas DOM element
var canvas = document.getElementById('renderCanvas');
// Load the 3D engine
var engine = new BABYLON.Engine(canvas, true, {preserveDrawingBuffer: true, stencil: true});
// CreateScene function that creates and return the scene
var createScene = function(){
    // Create a basic BJS Scene object
    var scene = new BABYLON.Scene(engine);
    // Create a FreeCamera, and set its position to {x: 0, y: 5, z: -10}
    var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), scene);
    // Target the camera to scene origin
    camera.setTarget(BABYLON.Vector3.Zero());
    // Attach the camera to the canvas
    camera.attachControl(canvas, false);
    // Create a basic light, aiming 0, 1, 0 - meaning, to the sky
    var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), scene);
    // Create a built-in "sphere" shape; its constructor takes 6 params: name, segment, diameter, scene, updatable, sideOrientation
    var sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene, false, BABYLON.Mesh.FRONTSIDE);
    // Move the sphere upward 1/2 of its height
    sphere.position.y = 1;
    // Create a built-in "ground" shape; its constructor takes 6 params : name, width, height, subdivision, scene, updatable
    var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene, false);
    // Return the created scene
    return scene;
}
// call the createScene function
var scene = createScene();
// run the render loop
engine.runRenderLoop(function(){
    scene.render();
});
// the canvas/window resize event handler
window.addEventListener('resize', function(){
    engine.resize();
});

Preview release

Preview version of 4.0 can be found here. If you want to contribute, please read our contribution guidelines first.

Documentation

Contributing

Please see the Contributing Guidelines

Useful links

  • Official web site: www.babylonjs.com
  • Online playground to learn by experimentating
  • Online sandbox where you can test your .babylon and glTF scenes with a simple drag'n'drop
  • Online shader creation tool where you can learn how to create GLSL shaders
  • 3DS Max exporter can be used to generate a .babylon file from 3DS Max
  • Maya exporter can be used to generate a .babylon file from 3DS Max
  • Blender exporter can be used to generate a .babylon file from Blender 3d
  • Unity 5 (deprecated) exporter can be used to export your geometries from Unity 5 scene editor(animations are supported)
  • glTF Tools by KhronosGroup

Features

To get a complete list of supported features, please visit our website.

Build

Babylon.js is automatically built using Gulp. For further instructions see the readme at /Tools/Gulp.