Like most kids, growing up, I would often get lost in “play.” You know “play.” It’s what happens when the world fades away. When time becomes meaningless. Hours, days, weekends lost to the joy of being completely absorbed into something so fun and engaging that NOTHING else matters.

I am incredibly fortunate to have grown up alongside an amazing brother. Through our shared experiences, I’ve come to understand and deeply appreciate a new perspective about “play.”

  1. “Play” looks different for every child and that is beautiful.
  2. “Play” changes and evolves.
  3. “Play” is unending.

“Play” looks different for every child and…


Following on the footsteps of this post describing a “fun” debugging session, Popov72 had the luck… or not… to face another similar worth sharing situation recently.

It all started there: GitHub Issue

Keep calm and have fun with Math

Issue Summary

Most of the time in our Babylon.js scenes, the world origin is placed in the center of the scene with 1 scene unit representing 1 meter in real life. This is perfect to create human scaled world such as First Person Shooters. All positions / measures would be in a ball park of 0.01m to 100m. …


People sometimes say that “Perception is Reality”. What we perceive, we know to exist and how we see things will often influence how we perceive those things.

In theatre, you may see a room on stage with painted walls and furniture but what you don’t see are all the pieces of wood holding the stage together or the wires strewn about the back to light things up in a very specific way. …


Time flies! Almost two years have passed since we announced the Babylon Native project and it has been steadily gaining attention while we flush out all the capabilities.

Star history (t9t.io)

In the last update, Ryan Tremblay from the Microsoft Power Apps team wrote about Babylon React Native which brings 3D and XR to React Native. As we continue on this journey to support developers to write once and run everywhere, more and more teams are joining the effort with the core Babylon Native team to assist on the various issues and features to complete the story. …


In my last demo, I exploited a technique to do light trails behind each ship. As I got few questions about it, I believed it deserved its own blog post. The trick itself is very simple and can be derived for various effects like smoke trails, weapon trails, missile smoke…

Let’s dive in!

The playground for this experiment is accessible here!

How does it work ?

Trail mesh is a simple ribbon that is deformed by a vertex shader to align it toward the camera eye. Also, positions are sorted in a float texture. Each frame, a new position is appended and the oldest…


A few years back, I was very happy about a rug I found online. It would be perfect for my living room. Once I finally received it, I unrolled the rug on the floor and… Ta-da… No, not at all! It was actually horrible. The rug was nice by itself, but I just hadn’t pictured that its color wouldn’t fit at all with the rest of the room. I had to go through the hassle of returning it. Does this sounds familiar?

We are now in 2021 and 3D visualization technologies, initially developed for gaming and visual effects, have begun…


Just bundle them together!

Packaging Babylon.js was always an interesting task for the team. In the early days of the framework the common way of consuming a JavaScript framework was to load it in a script tag in your HTML and populate a global namespace (usually on the window object). This is how all major frameworks used to work — and probably still do. The most known example was (and I guess still is?) jQuery, that was always available using the `$` variable(and the jQuery object, of course). …


When it comes to any application, you can’t go wrong with a good solid GUI. GUI is the foundation element that will help the user interact with your scene. However, when it comes to working with a GUI, it can be a little daunting! So daunting, how often would you say you are adding it at the last minute in the end? I know I have. 😂

Well fear not! As someone new to the Babylon.js GUI world, I myself was overwhelmed. As such, I decided what better way to face my fears than to jump right in and make…


Photo by Giu Vicente on Unsplash

One of the most well-known problems with physically-inspired interactions in virtual reality is that the virtual world provides no physical feedback. When you hammer a nail in the real world, the hammer bounces off the nail with a satisfying bang; but in VR, even if we play bang.mp3, the hammer doesn’t bounce, and it doesn’t really feel like you hit something. Likewise, when you fire a laser pistol in VR, there’s no recoil; the game may show an effect and play a sound, but the lack of force feedback detracts from the impact, and the whole interaction can often feel…


Our mission is to create one of the most powerful, beautiful, and simple web rendering engines in the world. Our passion is to make it completely open and free for everyone.

Today we are proud to introduce the latest evolution of the Babylon Platform, the amazingly simple Babylon.js 4.2.

We are artists, developers, creators, and dreamers and we want to make it as simple as possible to enable everyone to bring their ideas to life. With this new version of Babylon.js, we set out to make it even easier to develop with. From a ton of new tools, to…

Babylon.js

Babylon.js: Powerful, Beautiful, Simple, Open — Web-Based 3D At Its Best. https://www.babylonjs.com/

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