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[Babylon.js]–The Train demo
To celebrate the launch of Windows 8.1 and Internet Explorer 11 , we decided to create a new demo scene for Babylon.js . This demo was intended to show off the raw power of WebGL on modern browsers like Internet Explorer 11 . I asked one of my friend ( Romuald Rouhier ) to allow us to use a 3D scene...
28 Oct 2013
Vidéo de notre session à l’Open World Forum : Creating 3D apps and games with babylon.js
Lors de l’ Open World Forum qui a eu lieu le 4 octobre 2013, nous avons avec mon ami David Rousset animé une session autour de Babylon.js. Si vous n’avez pas pu venir, ne vous en faites pas, la session a été filmée Au programme, un retour d’expérience sur la création de babylon.js accompagné d’explications...
23 Oct 2013
Understanding DeviceOrientation events by creating a small 3D game with babylon.js
Internet Explorer 11 adds support for some new cool DOM events: the DeviceOrientation events. These events provide information about the physical orientation and motion of the current hardware. The W3C has published a specification for these events: http://www.w3.org/TR/orientation-event/ During this...
7 Oct 2013
Reducing the pressure on the garbage collector by using the F12 developer bar of Internet Explorer 11
As you may know, I’m working on a 3D engine for WebGL ( Babylon.js ) during my spare time. A 3D engine is a place where matrices, vectors and quaternions live. And there may be tons of them! Please note that everything done here applies to Internet Explorer 11 and Windows 8.1 apps developed with HTML5...
4 Sep 2013
Creating a 3D chart for your Windows 8.1 app using babylon.js
12 Aug 2013
Babylon.js: Creating a convincing world for your game with custom shaders, height maps and skyboxes
After talking about multi-materials in the previous post , I would like to share with you a more advanced sample. This sample will allow me to introduce you some really powerful features of Babylon.js : Height maps Skyboxes Custom shaders The result will look like that ( using IE11 preview in this case...
6 Aug 2013
Babylon.js: Using multi-materials
In the previous article , we talked about lights and how they influence the aspect of an object. Today we will talk about a more complex concept: the multi-materials. We saw in another article that objects use materials in order to define (in conjunction with lights) how they look like. A multi-material...
10 Jul 2013
Babylon.js: Using lights in your babylon.js game
In the previous article , we discovered how to use materials to define the aspect of your meshes. Now we are ready to talk about lights. Lights are used to produce the diffuse and specular color received by each pixel. This color is then used by materials to determine the final color of every pixel....
8 Jul 2013
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