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  • Blog Post: Why we decided to move from plain JavaScript to TypeScript for Babylon.js

    One year ago when we decided to sacrifice all of our spare time to create Babylon.js we had a really interesting discussion about using TypeScript as main development language. At that time, TypeScript was not robust enough (even if we did some experiments ) so we decided to use plain JavaScript language...
  • Blog Post: What do you mean by shaders? Learn how to create shaders with babylon.js

    You may have noticed that we talked a lot about babylon.js during //Build 2014 . If you do not, you can see the keynote for day 2 here and go directly to 2:24-2:28: http://channel9.msdn.com/Events/Build/2014/KEY02 Steven Guggenheimer and John Shewchuk demoed how the Oculus Rift support was added to Babylon...
  • Blog Post: Next Game Frontier: The first event around web gaming

    I am glad to announce that Microsoft and Samsung will organize the first technical conference purely dedicated to Web Gaming: www.nextgamefrontier.com It will take place in Paris on March 13th, 2014. Places are limited so be sure to register today ! We prepared a huge amount of technical sessions for...
  • Blog Post: Create wonderful interactive games for the web: Using webgl and a physics engine (babylon.js & cannon.js)

    Did you ever notice how a physics game is addictive? Actually, I can spend hours playing with small physics simulations just because it looks so real. That’s why I decided to integrate a physics engine into babylon.js . Can’t wait and want to play right now? Just go there.. State of the art The purpose...
  • Blog Post: [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...
  • Blog Post: 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...
  • Blog Post: 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...
  • Blog Post: 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...
  • Blog Post: Creating a 3D chart for your Windows 8.1 app using babylon.js

    Windows 8.1 added the support of WebGL for Internet Explorer and JavaScript applications. This is a huge evolution because we are now able to unleash the raw power of the GPU even with HTML5 and JavaScript! This power can be tricky to master and that’s why I created babylon.js . And using it, the wonderful...
  • Blog Post: 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...
  • Blog Post: 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...
  • Blog Post: 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....
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