No Description

Sebastien Vandenberghe f1ed5c6ddf Nightly 7 years ago
.github 3b5fda7376 Better issue template 7 years ago
.vscode 0a50f3e82d Fix bug with particle systems and renderingGroups 7 years ago
Exporters 6c27d5c451 Moved Exporters to https://github.com/BabylonJS/Exporters 7 years ago
Playground f1ed5c6ddf Nightly 7 years ago
Tools 4c092aa399 Merge pull request #3783 from brianzinn/master 7 years ago
Viewer 4b19c92e33 templates can be overridden 7 years ago
assets 6dc5916ba1 Moving redirects to the right directory 7 years ago
dist f1ed5c6ddf Nightly 7 years ago
gui 9c146eb447 dual controller input working 7 years ago
inspector 48420d73f8 Inspector : Hide debug objects on the mesh hierarchy. Clamp color values to 3 decimals. 7 years ago
loaders 263520c6e8 Fix bug with loading skeleton in glTF loader 7 years ago
localDev 45f51daffa Missed a line 7 years ago
materialsLibrary 43241ac987 Associate with #3743 7 years ago
postProcessLibrary 257de4f0e2 Fix type definition 7 years ago
proceduralTexturesLibrary b23a84e983 Ground color setter missed underscore 7 years ago
sandbox d76145b905 Update Draco compression to use web workers 7 years ago
serializers 13a73c53d9 Added emissive color to standard material 7 years ago
src 4c092aa399 Merge pull request #3783 from brianzinn/master 7 years ago
tests 70f5e44ce7 Add unit test for loading glTF with skeleton 7 years ago
.gitattributes e46bb580f5 Ignore whitespace and new lines from windows OS 9 years ago
.gitignore 040be387da building the viewer correctly for npm 7 years ago
.gitmodules eb1b2745f6 DAE Exporter 11 years ago
.travis.yml fde206a134 Add what's new check in the build Fixed #3592 7 years ago
bower.json 34ad342456 Update bower.json to latest version 8 years ago
contributing.md c8c6d6876a Update contributing.md 8 years ago
favicon.ico 13ede5cad9 Browser stack readyness 7 years ago
license.md 4f44f2ce56 Moved license to a separate file 8 years ago
package.json 8a0306bb4a 3.2.0-alpha10 7 years ago
readme.md af43cb3b0f Update readme.md 7 years ago
tslint.json c319ca1cbf "AAAAAAAAAAAAAAAAhhhhhaaaa" step 8 7 years ago
what's new.md 3411e64178 First mega merge 7 years ago

readme.md

Babylon.js

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

Build Status

Any questions? Here is our official forum on www.html5gamedevs.com.

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 preview release you can use the following ones:

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 respected package. A list of extra packages and their installation instructions can be found on babylonjs' user at 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 3.2 can be found here. If you want to contribute, please read our contribution guidelines first.

Documentation

Useful links

  • Official web site: www.babylonjs.com
  • Online sandbox where you can test your .babylon 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
  • Blender exporter can be used to generate a .babylon file from Blender 3d
  • Unity 5 exporter can be used to export your geometries from Unity 5 scene editor(animations are supported)

Features

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