Babylon.js: a complete JavaScript framework for building 3D games with HTML 5 and WebGL
Permalink
Failed to load latest commit information.
.github Better issue template Feb 12, 2018
.vscode fix viewer dev task Jul 13, 2018
Exporters Moved Exporters to https://github.com/BabylonJS/Exporters Oct 14, 2017
Playground Fix GPU particles issue with empty directions Sep 20, 2018
Tools Merge pull request #5114 from bghgary/gltf-lights-fixes Sep 11, 2018
Viewer narrateErrorLoadingModel Sep 17, 2018
assets Nightly Sep 18, 2018
dist Fix GPU particles issue with empty directions Sep 20, 2018
gui Nightly Sep 19, 2018
inspector sound tracks check Sep 11, 2018
loaders Doc Sep 20, 2018
localDev Add support for glTF validation Sep 10, 2018
materialsLibrary Nightly Sep 18, 2018
postProcessLibrary Removed strict:true for now Mar 16, 2018
proceduralTexturesLibrary Fixing some serialization issues (fixed collisions with properties) Jun 9, 2018
sandbox Add support for glTF validation Sep 10, 2018
serializers remove extra spaces Sep 17, 2018
src Fix GPU particles issue with empty directions Sep 20, 2018
tests Move glTF loader extensions into a more unique namespace Sep 15, 2018
.gitattributes Ignore whitespace and new lines from windows OS Nov 25, 2015
.gitignore fix split reference Jul 12, 2018
.travis.yml node 8 instead of 6 Jul 31, 2018
CNAME Create CNAME May 4, 2018
bower.json Update bower.json to latest version Jan 2, 2017
contributing.md Update contributing.md Sep 13, 2018
favicon.ico Browser stack readyness Jan 5, 2018
license.md Moved license to a separate file Jun 23, 2017
package.json 3.3.0-rc.2 Sep 20, 2018
readme.md Improve writing style and formatting in README Sep 18, 2018
tslint.json Linter Jun 26, 2018
what's new.md Update documentation Sep 10, 2018

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.

Build Status Average time to resolve an issue Percentage of issues still open

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 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 3.3 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 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 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.