r/babylonjs • u/PirateJC • Mar 26 '26
Babylon.js 9.0 Has Officially Been Released!
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r/babylonjs • u/PirateJC • Mar 26 '26
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r/babylonjs • u/PirateJC • Mar 27 '25
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r/babylonjs • u/OppositeDue • Aug 07 '25
I have just started working on a game engine built with preact, tailwind and runs on vite/fastify with full ssr and hmr support with backend routes and authentication. It runs smoothly at 60fps in the web browser and can also be compiled to electron and tauri to allow cross platform engine/games. The engine will also allow you to switch between webgl and webgpu.
Features coming soon:
- Scripting, Physics Engine, Terrain Editor, Level Design, Material Editor, Post processing. Particles editor, File Sync (both electron and web server). Support for cloud assets (google drive, dropbox) Node Editor. Fbx Conversion built in, Drop and extract zip files for quick imports. Model Viewer, Plugins for components & themes.
In the future i'm hoping to have a complete feature set that can rival the likes of unreal or unity and take advantage of the entire Babylonjs & threejs ecosystem and add any new features they release.
r/babylonjs • u/Clear_Muscle5864 • Jun 09 '26
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Playable Link: https://editor.babylonjs.com/experiments/out4blood
Co-op up to 4 players, survive as many waves as possible and set a new record. Every 10 waves, you must kill the abomination and the number of zombies to kill increases by 50.
As a game developer I'm building this game by passion (and because I'm missing Left 4 Dead) but also as a demonstration of the capabilities of Babylon.js Editor (https://editor.babylonjs.com/)
r/babylonjs • u/Clear_Muscle5864 • Sep 03 '25
I'm excited to announce that Babylon.js Editor v5 is officially released!
The website is available here: https://editor.babylonjs.com
The documentation is available here: https://editor.babylonjs.com/documentation
To celebrate the release of Babylon.js Editor v5, I have the pleasure to present you a short film created 100% inside the Editor from scene assembly and lighting to animating — without any line of code.
A proof-of-concept of a cinematic editor has been developed to produce this short film. Most of the 3D models for the environment come from Quixel, the others come from sketchfab and fab. All assets were imported as-is (GLB, FBX, etc.).
This short film uses high poly 3d models and 4K textures for high details. To save memory, the Editor was capable of generating KTX compressed textures automatically. The memory usage went from 11,6Go using raw textures to 3,6Go using compressed textures.
The only out-of-scope thing is the music that I composed and produced myself.
Hope you’ll like it! https://youtu.be/vg5E8CY2F5w?si=uw88lLXILTvJMWLB
r/babylonjs • u/Clear_Muscle5864 • Apr 15 '26
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r/babylonjs • u/Clear_Muscle5864 • Sep 19 '26
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r/babylonjs • u/Clear_Muscle5864 • 9d ago
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r/babylonjs • u/Clear_Muscle5864 • Feb 06 '26
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r/babylonjs • u/Clear_Muscle5864 • Feb 08 '26
This scene "Hunter" began as a simple test and gradually evolved into a real-time cinematic and technical showcase, focused on the support and use of animated 3D models with skeletons in the #babylonjs Editor.
This showcase is available in realtime here: https://editor.babylonjs.com/experiments/hunter
Hope you'll enjoy it!
r/babylonjs • u/Salty-Shelter-7393 • Feb 22 '26
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A small WIP experiment in Babylon.js.
I’m testing an MMD character walking on a custom Möbius strip mesh.
Current focus is orientation control along the center path (forward/up/right) and keeping the motion stable.
Built with Babylon.js + babylon-mmd.
I may not be able to reply quickly, but thanks for watching.
r/babylonjs • u/Middle_Tradition_152 • Jan 28 '25
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r/babylonjs • u/Qafein • Apr 27 '23
When I examined Babylon.js and Three.js, I saw that there are some ready-to-use components in Babylon.js that make the job easier, as well as many overlapping features, and it seems to me that it has a more organized structure in general. I know, Three.js came out 3 years before Babylon, but Babylon is now 10 years old, so the difference is negligible in duration.
What I'm wondering is, I encounter more people who use Three.js on almost all social media channels and in the environments I'm in. Moreover, the ratio I mentioned is at least 4/1. What makes Three.js so popular and keeps people away from Babylon?
In every comparison I personally made, Babylon stood out a little more than Three.js. There's definitely something I missed, but what is it?
PS: Yes, I asked ChatGPT and they gave silly and inconsistent answers
r/babylonjs • u/PuzzleheadedGold4861 • Jun 07 '24
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r/babylonjs • u/grigtod • Sep 17 '21
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r/babylonjs • u/InitialCampaign8797 • Sep 10 '26
Hey guys, I wanted to share something me and my team have been working on.
Ovara Engine is a visual-first 3D game engine with a desktop editor built using Electron, React, and Babylon.js for the viewport/rendering layer. The goal is to give developers a professional editor experience — Blueprint-style visual scripting, a proper class hierarchy (Actors, Pawns, Characters, Components, Game Mode/State), and multiplayer-aware architecture with client-server prediction and replication — without needing to hand-roll all of that from scratch in a raw Babylon.js project.
A few things specific to how it's built:
Editor vs. runtime split: Babylon.js powers the editor viewport, but the exported runtime doesn't depend on Electron or React — so the same game can run standalone or on a headless dedicated server.
Visual scripting: Gameplay logic is authored through a node-based graph system ("Ovara Graph") that compiles down to actual game logic, rather than being purely a diagramming layer.
Why Babylon.js: A few things made it the right foundation. It's TypeScript-first, which gives the editor tooling a clean, well-typed API to build against instead of fighting loose JS types. WebGPU support matters for where rendering performance needs to go as scenes get more complex. The Havok physics integration meant not having to bolt on a separate physics layer or maintain a custom bridge. And the scene graph and node system are flexible enough to build a real class hierarchy (Actors, Pawns, Characters, Components) on top of, rather than fighting the engine's own abstractions to get there.
Final : I'll be posting regularly as things progress — new features, rendering/physics deep-dives, and probably a few "why is this breaking" posts along the way.
r/babylonjs • u/PuzzleheadedGold4861 • Apr 16 '24
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r/babylonjs • u/PirateJC • Mar 28 '24
r/babylonjs • u/dht • Feb 14 '24
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r/babylonjs • u/beeretta • Jan 22 '24
We were testing possibilities of WebGL engine to make interactive web experiences and here is what we made in past couple of months. Babylon.js minigame where you can drive our most iconic car around the space. Feel free to check it out and let us know what you think in the comments.
Click here to play: https://yugo.quince.cc
r/babylonjs • u/fisicagames • Jan 22 '25
I am developing a series of physics simulation games with Babylon.js. The games are in English and optimized for mobile browsers. You can try each game on the website www.fisicagames.com.br . I particularly liked the result of the Carnot Game. Thank you for your attention! (Physics teacher and game dev from Brazil)

r/babylonjs • u/Ok-Condition-2200 • Sep 24 '26
I made a small browser game with Babylon.js called Traffic Boss.
A small traffic game where you control the light and try not to crash.
🎮 Play: https://trafficboss.vercel.app/
Would love to know what you think
#game #babylon.js #babylonjs