- Use GitHub to create
your-new-repo
from this template - In the directory in which you want to develop, clone
your-new-repo
cd your-new-repo
npm install
: NPM will install required dependencies for all projectsnpm run dev
: NPM will build all projects in watch mode and launch a test page
This repository is intended to be a "jumping off point" for moving ideas from prototyping into active development. The tools supplied and practices established by this repository are focused on setting up a simple, versatile, and reliable workflow for creating Babylon.js experiences which can subsequently be integrated in other projects for circulation. For more information, check out the docs page.
This repository (and any new repository built using it as a template) has
three principle sections: the app_package
, the test_package
, and
the root
.
The app_package
, consisting of the "app_package" directory and everything
in it, is the core of this repository which everything else exists to
support. It is an NPM package which is intended to encapsulate the
Babylon.js experience -- and only the Babylon.js experience -- for which
this repository was created. It shouldexpose a minimal outward-facing
contract (i.e., as few public methodsas possible) so that it can be as easy
as possible to add to Web apps, PWAs, and whatever other platforms will be
used to circulate this experience. Of the three sections of this
repository, this is the only one designed to be exported as a separate NPM
package for integration intosubsequent projects.
The test_package
, consisting of the "test_package" directory and
everything in it, exists exclusively as a test harness for the
app_package
. Essentially test_package
is a minimalistic standalone Web
app which consumes app_package
through NPM in the same way a real
shipping experience might. This allows the usage, integration, and
functionality of app_package
to be tested in isolation, decoupling the
development of the 3D experience itself from the development of the Web app/
PWA/etc. in which it will eventually be circulated.
The root
, consisting of the repository's root directory and everything in
it, exists only to provide "glue" and development shortcuts making the
app_package
and the test_package
easier to use.
npm install
: Running this command in the root directory will recursively install all NPM dependencies for the root,app_package
, andtest_package
.npm run dev
: Running this command in the root directory is a shortcut for running the same command in bothapp_package
andtest_package
. This will cause both packages to be built in watch mode, launching a browser showing thetest_package
experience which will be updated and redeployed whenever the files inapp_package
andtest_package
are changed.npm run build
: Running this command in the root directory is a shortcut for running the same command inapp_package
andtest_package
sequentially. This will cause both packages to be built and a standalone single-page Web app to be output in the "docs" directory, which can be set up to be hosted as a GitHub Pages site.
Notably missing from this repository is any provision for hosting
assets -- 3D models, textures, sound files, and so on which are used by
app_package
as part of the Babylon.js experience. The reason for this
is that asset development for 3D experiences generally follows a very
different workflow from software development, often requiring different
source control, access, licensing, deployment, and many other
considerations. For this reason, we recommend keeping asset
development/hosting and code development/hosting separate, especially
during experience maturation, to allow these dissimiliar tasks to be
addressed independently with task-appropriate solutions. Consequently,
asset hosting is excluded from this repository's intended responsibilities
and is instead left to its sibling repository, the
asset-host-template.
All steps assume a git- and NPM-enabled command line or terminal. For a more in-depth tutorial, please consult the Golden Path tutorial in the docs
- Create a new repository using this repo as a template repository. In
the following steps, this new repository will be called
your-new-repo
. - Clone
your-new-repo
locally. cd
to the root of your clone.- Run
npm install
to install all the NPM dependencies foryour-new-repo
. - Run
npm run dev
to run a dev build. After a moment, your default browser should open to http://localhost:8080, which will display thetest_package
experience.
- In your preferred code editor, open ./app_package/src/Playground/ playground.ts. This file contains the default experience source code.
- In playground.ts, change the line that sets
sphere.position.y = 1
to set it to3
instead. - Save your changes. After a moment, the browser page which launched
showing the
test_package
should automatically reload, showing the effect of your changes. - If you are starting from code you explored in the TypeScript Playground,
you can try copy-pasting your Playground code to replace the
Playground
class in playground.ts. NOTE: Depending on what features your code uses, this may not work out-of-the-box if the features you're using aren't imported in playground.ts by default.
Playground.ts exists to provide a familiar "landing site" for developers
progressing their Babylon.js ideas from exploration in (for example)
the TypeScript Playground to maturation in the npm-package-template.
However, for these ideas to mature into a clean, robust, and maintainable
codebase, the code should move beyond Playground-specific practices such
as the use of the BABYLON
namespace and import "*"
. For this reason, it
is recommended that, soon after repo creation, all functionality should be
moved out of playground.ts into independent files, whereupon Playground.ts
should be deleted. To illustrate this, the following example shows how one
might port over the
Simple Sinusoid Bouncing Ball
Playground.
class Playground {
public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene {
const scene = new BABYLON.Scene(engine);
const sphere = BABYLON.Mesh.CreateSphere("sphere", 16, 2, scene);
sphere.position.y = 1;
BABYLON.Mesh.CreateGround("ground1", 6, 6, 2, scene);
scene.createDefaultCameraOrLight();
scene.onBeforeRenderObservable.runCoroutineAsync(function* () {
for (let frameCount = 0; true; ++frameCount) {
sphere.position.y = 1 + 2 * Math.abs(Math.sin(frameCount / 16));
yield;
}
}());
return scene;
}
}
- After finishing step 4 in the prior section, the above Playground code
should have been pasted over the Playground code in playground.ts, leaving
the imports at the top and the export at the bottom of that file intact.
The bouncing ball should already be visible in the
test_package
page. - Rather than create our scene from a static method in an empty class, we wish to create a scene type to represent this specific scene. To do this, we create a new file called bouncingBallScene.ts adjacent to playgroundRunner.ts, filling it with the following contents adapted from the original Playground code:
import { Engine, Mesh, Scene } from "@babylonjs/core";
export class BouncingBallScene extends Scene {
constructor (engine: Engine) {
super(engine);
const sphere = Mesh.CreateSphere("sphere", 16, 2, this);
sphere.position.y = 1;
Mesh.CreateGround("ground1", 6, 6, 2, this);
this.createDefaultCameraOrLight();
this.onBeforeRenderObservable.runCoroutineAsync(function* () {
for (let frameCount = 0; true; ++frameCount) {
sphere.position.y = 1 + 2 * Math.abs(Math.sin(frameCount / 16));
yield;
}
}());
}
}
- We may also choose to create a bouncingBall.ts file to factor out functionality further, modifying bouncingBallScene.ts to use it.
import { Mesh, Scene, TransformNode } from "@babylonjs/core";
export class BouncingBall extends TransformNode {
constructor (scene: Scene) {
super("bouncingBall", scene);
const sphere = Mesh.CreateSphere("sphere", 16, 2, scene);
sphere.setParent(this);
this.position.y = 1;
scene.onBeforeRenderObservable.runCoroutineAsync(this._bounceCoroutine());
}
private *_bounceCoroutine() {
for (let frameCount = 0; true; ++frameCount) {
sphere.position.y = 1 + 2 * Math.abs(Math.sin(frameCount / 16));
yield;
}
}
}
import { Engine, Scene } from "@babylonjs/core";
import { BouncingBall } from "./bouncingBall";
export class BouncingBallScene extends Scene {
constructor (engine: Engine) {
super(engine);
new BouncingBall(this);
Mesh.CreateGround("ground1", 6, 6, 2, this);
this.createDefaultCameraOrLight();
}
}
- We can now change playgroundRunner.ts create the
BouncingBallScene
intead of calling into Playground code.
...
const canvas = options.canvas;
const engine = new Engine(canvas);
let scene = new BouncingBallScene(engine);
...
- Now that all references to playground.ts are removed, we can rename playgroundRunner.ts to runtime.ts (or something similar to signify that it no longer runs Playground code) and delete the Playground folder altogether.
- With these steps done, the code from our Playground-based exploration has been neatly refactored into multiple clean TypeScript files, ready to continue maturing into a robust, maintainable, and sustainable codebase.
This template repository is intended to be used as a starting point for other projects, so its own license is not expected to persist into those projects. By default, NPM packages automatically adopt the ISC license, so that default choice is left intact in the three package.json files present in this template.