Bringing the audio to everywhere.

In all the various permutations of multimedia experiences it goes without saying that sound is the secret to immersion. Sound is essential for setting the expectations of your audience. Whether its via passively establishing the tone or happenings in your experience with background music and sound effects, or actively providing verbal and non-verbal feedback, sound is a core part of the communication of ideas and concepts.

Especially in the horror genre! Audio is used to great effect in aiding the activation of the fear response in the audience throughout many works.

Where does that leave the humble Babylon Native team?

In a bit of a pickle initially. The Babylon.js…

ACE stands for Animation Curve Editor and it is a new editor we are planning to ship with Babylon.js 5.0.

Why do we need an animation curve editor?

Animations in almost all contexts could be really tricky to create if you do not have a tool. Think about any game you played: the hero has to jump, roll, dash, use a weapon, grab an object. All of these actions have to be represented by animations of the main character and its environment.

Example of a sequence of multiple animations

Without a tool , describing the complex sequence of movements involved by a simple jump could be simply not doable unless you have an infinite patience…

When most people think of Babylon.js, they think of it as a powerful, beautiful, simple and open game engine. It’s true, there are a ton of amazing games created with Babylon and it comes with many features you’d find in other popular game engines as well. However you might find it surprising to know that Babylon.js powers countless other types of online experiences as well.

A recent blog post of ours talks about Babylon.js being used in e-commerce experiences, and an exciting update to a remote collaboration tool called Frame shows how Babylon can be used to power rich, immersive…

In a recent conversation about XR, a colleague and I were talking about the various current and upcoming features available for VR and AR experiences. Specifically, we were discussing multi-feature experiences — experiences that want to leverage more than one XR capability at a time — and so my colleague proposed a question: “Can there ever be an experience which needs both teleportation and anchors?”

This was an extremely interesting question — even more so than we realized at first. At the time, we understood teleportation to be a VR-only feature. We defined teleportation to be the instantaneous change of…

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 (

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…


Babylon.js: Powerful, Beautiful, Simple, Open — Web-Based 3D At Its Best.

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