Unleashing Next-Gen 3D Web Experiences with Babylon.js 6.0

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In this session, we will explore the latest major release of Babylon.js that has brought significant advancements to web-based game development.

We will look into the new major features that were added to Babylon.js 6.0,  including fluid rendering and texture decals, which elevate visual fidelity to new heights, performance priority mode, accessibility support for 3D scenes, and the integration of the world-class Havok physics engine into the engine, unlocking unparalleled realism in web-based games.

We will also have a sneak peek into our plans for the next major version, as we continue to push the boundaries of what's possible in 3D web experiences.

FAQ

Babylon.js is an open-source 3D rendering engine designed to create powerful, beautiful, and simple GPU-accelerated 3D experiences and games on the web. It supports a range of web standards including WebGL, WebGPU, Web Audio, and WebXR.

Babylon.js is written in TypeScript and transpiled to JavaScript, allowing developers to write code in both JavaScript and TypeScript.

Babylon.js provides several tools including the Playground for live coding, the Inspector for debugging, the Node Material Editor for creating shader materials, and the UI Editor for designing 2D-accelerated user interfaces.

You can start using Babylon.js by visiting their website to access documentation, tutorials, and the Playground. Babylon.js is also available for download via NPM and its CDN.

Yes, Babylon.js maintains backward compatibility, ensuring that code written for earlier versions continues to work in newer versions without modification.

Babylon.js 6.0 introduced several key features including integration with the Havok physics engine, performance priority modes, accessible screen reader support, and enhanced WebGPU support.

Babylon Native is an extension of Babylon.js that allows developers to use the same code for web experiences in native environments like Android, iOS, and Windows.

Yes, as an open-source project, Babylon.js welcomes contributions. Developers can contribute through GitHub by submitting pull requests or participating in discussions.

The Node Material Editor (NME) in Babylon.js is a tool that allows users to create custom shader materials using a block-based visual interface, simplifying the process of shader programming.

Babylon.js 7.0 is expected to introduce new features such as the Node Geometry Editor for procedural mesh generation, the Flow Graph for advanced scene interactivity, and experimental support for pure ES modules.

Raanan Weber
Raanan Weber
20 min
28 Sep, 2023

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Video Summary and Transcription

Babylon.js is an open-source 3D rendering engine that aims to be powerful, beautiful, simple, and open. It supports WebGL, WebGPU, and canvas accelerated UI, and offers features like physics integration and WebXR abstraction. The engine provides tools like the Playground and Inspector for debugging and editing scenes. Babylon Native brings the power of Babylon Engine to Native platforms, and the latest release integrates the Havok physics engine for improved performance. Version 7.0 will introduce new features like the Node Geometry Editor and Flow Graph, and will revamp the API and audio engine.

1. Introduction to Babylon.js

Short description:

Hello everyone. My name is Ranaan and I'll be presenting Babylon.js, the open source 3D rendering engine. Our goal at Babylon.js is to create the most powerful, beautiful, simple and open web rendering engine. Babylon is a fully featured web rendering engine written in Typescript and built on top of open web standards. It is always backward-compatible and offers a wide range of features, including support for WebGL, WebGPU, canvas accelerated UI, advanced material system, physics integration, WebXR abstraction, and more. We provide powerful tools like the Playground, a side by side code editor, and the Inspector, a debugging tool for your scene.

Hello everyone. My name is Ranaan and I'll be presenting Babylon.js, the open source 3D rendering engine.

First, a bit about me. I am a software developer at Microsoft. I am Babylon.js' Web tech lead and a core contributor since roughly 2014. I am a director responsible for Babylon's infrastructure, its build system, the WebEx our abstraction, and a few other features along the way.

But let's talk Babylon. Our goal at Babylon.js is to create the most powerful, beautiful, simple and open web rendering engine. We want to provide any developer, designer, and hobbyist all of the tools needed to create GPU-accelerated 3D experiences and games on the web, without the need to deeply understand 3D rendering while allowing experienced developers the tools to get the most out of these APIs.

So Babylon is a fully featured web rendering engine. It is written in Typescript, transpiled to JavaScript, and it is built on top of open web standards. Standards like WebGL and WebGPU for rendering, Web Audio and Video for media consumptions, and other standards like WebXR, WebRTC, WebAssembly, in general, every API that starts with web, we want to support it. Babylon is always backward-compatible, which is a guiding principle for the team when developing new features or modifying older ones. Our code, written in Babylon 3, will still work in Babylon 6, 7, or 10. The framework is roughly 10 years old and is being used in production websites throughout the web.

Apart from our core package, we offer different packages like loaders, serializers, materials, UI, and others, including all of our editors and tools. Everything is open-source and we publish them on both NPM and on our CDN. Out of the box, we have full support for WebGL 1 and 2, WebGPU. We have canvas accelerated UI, advanced material system, physics integration, WebXR abstraction, device input system, and many, many other features. You can visit our website and doc page to see a full list of the features.

Babylon has a set of powerful, powerful tools to allow you to make the best out of the engine. The first tool is the Playground. The Playground is a side by side code editor and lets you see your scene you're working right in your browser. It's based on Monaco, which is the editor used in, among other, VS Code. You can write code in either JavaScript or TypeScript, and you have full access to all of Babylon's features and published packages. The Playground allows you to save your code, share it with others, and even download your scene and host it yourself. The Playground is available at playground.babylonjs.com and is a perfect place to get you started with the engine and understand its capabilities. It includes many, many different examples.

The second tool is the Inspector. The Inspector is a debugging tool for your scene.

2. Babylon.js Tools

Short description:

You can enable and disable features using a simple UI. The Inspector allows you to edit your scene graph, meshes, materials, and textures. The Node Material Editor lets you create shader materials with an intuitive UI. The UI Editor enables you to create 2D-accelerated UI for your Babylon experience.

You can enable and disable features using a very simple UI. See or edit your scene graph, check your meshes, your materials, your textures in your scene and transform them to your needs. The Inspector can be enabled on any Babylon scene. You need just a few lines of code. And it is integrated in the Playground to simplify debugging your Playground scenes.

The third tool I want to talk about is the Node Material Editor. Node Materials Editor or NME allows you to create shader materials using a set of blocks available in our core library. Using a very intuitive UI, you can create materials, save them as JSON files or directly on our free snippet server and add them to your scene using a single line of code.

The last tool I want to show here is the UI Editor. This is the tool that you're seeing right now. The UI Editor allows you to create 2D-accelerated UI for your Babylon experience. Using all of the features of our powerful UI library, you can add, remove, and transform different types of UI elements, and just like the NME, save them as downloadable JSON or on our snippet server and then use them directly in your scene. Using that couldn't be simpler. Simply parse the JSON or provide the snippet ID to integrate the UI in your scene and hook up any callbacks you need by using Babylon's simple device input API. All of those tools, as you can see, are integrated in the Playground, so if you add a node material or a UI, you can edit them directly in the Playground.

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