We are incredibly happy to announce that the latest version of Babylon.js, version 4.2 will be releasing on Nov 12th, 2020. We cannot wait to share it with you!
The countdown has begun!!!!
#theNextBabylonjs
The slides of my SIGGRAPH talk “High Quality, High Performance Graphics in Filament” are available: PDF with notes (bit.ly/31sHeZg) and without (bit.ly/3joqZmb)
Made simulation speed more robust so can now go at 20x with no issues, though this footage is sped up so it's actually at 80x (first house at 19s). Imagine this but with more people and them working together to build a village 😍 #gamedev#indiedev#medieval#BabylonJS#lowpoly
We often get questions about how to progressively load #glTF assets with the MSFT_lod extension, so I wrote a small doc about it: bit.ly/3f2gen7
Thanks to @VladimirStudio and @MiiBond for the awesome car asset!
@babylonjs@glTF3D
Got another blog post today, this time we're revisiting debugging an issue with 3d geometry caused by floating point precision!
medium.com/@babylonjs/messed…
Worked out an (incomplete) solution for vertex-shader based trails on instanced geometry in @babylonjs - a shame you can't send arrays as attributes, so I ended up with a pile of vec3 buffers, but it works! All the cubes and trails in one draw with one vector updated per tick
Super excited to share about a brand new feature we've added to Babylon.js. In this video, @pirate_jc walks us through the handy new Playground Templates feature! Can't wait to hear what everyone thinks about this one!
youtu.be/SRvCe6N7mdE
There's a ton more we want to do to make it even easier for different types of folks, to create amazing 3D web experiences with Babylon.js.
I took a minute to write this blog post describing our approach to making Babylon.js even more simple to use.
medium.com/@babylonjs/solidi…