Babylon.js: a complete JavaScript framework for building 3D games with HTML 5 and WebGL
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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

Any questions? Here is our official forum on


Additional references can be found on where xxx is the folder structure you can find in the /dist folder like

For the preview release, use the following URLs:

Additional references can be found on where xxx is the folder structure you can find in the /dist/preview release folder like


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": [

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.


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
    // 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
// the canvas/window resize event handler
window.addEventListener('resize', function(){

Preview release

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


Useful links

  • Official web site:
  • 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


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


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