Demo of a little vibe coding today with @babylonjs and @github copilot including AI generated branded materials. Auto model selection in GHCP worked great, though I did dip into Fable for a turn to tweak the tricky grass and water GPU shaders for Babylon.js.
Did you know @Babylonjs 9.0 brings volumetric lighting, animation retargeting, advanced Gaussian Splats, Frame Graph optimizations, and more to the web?
Learn more about how Babylon.js continues pushing the boundaries of real-time web graphics: blogs.windows.com/windowsdev…
This guy is working on a TS compiler to erase the border between #typescript and native apps performance.
This cube runs fully in WASM, built from #typescript sources. Moreover, it uses compiled @babylonjs source code to work.
#codewithclaude#claude#ai#Web
it works!
@blender on the right. the actual game i'm building on the left. move geometry in #blender → it moves in the playable world. no export step. no pipeline. just native workflows flowing live into the #babylonjs runtime. this is day one. 🫡 @babylonjs
quickly fixed axis orientation, and some other small kinks. now it's time for live link to the actual @babylonjs runtime (?link=blender), author geometry in #Blender, & see it appear in the playable game environment.