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Agenda
 Why building a WebGL 3D engine ?
 The old school way: Using the 2D canvas
 Using WebGL directly
 Using Babylon.js to create 3D apps and games
 Advanced features
 Handling touch devices
 Performance first
 Content Pipeline
 Demos, demos & live code
 From Blender to the browser with no line of code
 Loading a scene by code
 Third-parties demos
 Live code session
Whybuilding a WebGL 3D engine?
The oldschool way: using 2D canvas
Build a 3D “Software” engine that only uses the CPU
Wireframe Rasterization
Lights &
Shadows
Textures
UsingWebGL directly
Requires a compatible browser:
A new context for the canvas:
canvas.getContext("webgl", { antialias: true}) ||
canvas.getContext("experimental-webgl", { antialias: true});
UsingWebGL directly
WebGL is a low level API
Need to handle everything
except the rendering:
 Shaders code (loading, compilation)
 Geometry creation, topology, transfer
 Shaders variables management
 Texture and resources management
 Render loop
UsingBabylon.js to create 3D apps & games
Howto use Babylon.js ?
Open source project (Available on Github)
http://www.babylonjs.com
https://github.com/babylonjs/babylon.js
How to use it? Include one file and you’re ready to go!
To start Babylon.js, you’ve just need to create an engine object:
<script src="babylon.js"></script>
var engine = new BABYLON.Engine(canvas, true);
Advanced features
Offline support
IndexedDB
Network optimizations
Incremental loading
Physics Engine
Complete collisions
engine
Handlingtouch devices
Performance first
Efficient shaders
Do only what is REALLY required
Scene partitioning
Frustum / submeshes / octrees
Complete cache system
Update WebGL only when
required
Creation Pipeline
.babylonOnlineconverter
.FBX
.OBJ
.FBX
.OBJ
Enoughof yourblah-blah!
Giveus some demos, demos &live code!
@deltakosh / @davrous

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Notes de l'éditeur

  1. Davrous/davca/davrous
  2. Davrous – 4’’
  3. davrous
  4. Davrous – 10’’
  5. davca
  6. davca
  7. Davrous – 4’’