[HN Gopher] Babylon.js 6.0
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       Babylon.js 6.0
        
       Author : q_andrew
       Score  : 36 points
       Date   : 2023-04-20 20:31 UTC (2 hours ago)
        
 (HTM) web link (www.babylonjs.com)
 (TXT) w3m dump (www.babylonjs.com)
        
       | janosdebugs wrote:
       | Babylon is amazing, the documentation and backwards compatibility
       | is quite something. Just finished a project with it, while the
       | learning curve is steep, it doesn't blindside you.
        
         | q_andrew wrote:
         | Yes, I'm a big fan of the documentation. According to the
         | release blog, they are re-organizing the docs for 6.0 --
         | hopefully a further improvement:
         | 
         | https://babylonjs.medium.com/announcing-babylon-js-6-0-dcb5f...
        
       | q_andrew wrote:
       | I think Havoc physics will be a very welcome addition. Threejs
       | has an adjacent library based off of bullet physics -- a solid
       | library, but one that can be a bit finicky to set up. Although,
       | physics engines are inherently difficult to work with in the
       | first place.
       | 
       | As a technical 3D artist, Babylon has been a great way to dive
       | into web dev, and it parallels with standard game engines just
       | enough that I can easily find my way around the documentation.
        
         | nerdchum wrote:
         | hey this is total side tangent but what software do you use to
         | develop your 3D art?
        
           | q_andrew wrote:
           | Blender is definitely the weapon of choice. Substance 3D is
           | almost required nowadays for proprietary rendering, and the
           | occasional Autodesk+VRAY combo for older established clients.
           | 
           | Edit: On the coding side, python is great for pipelines
           | (especially now that blender has its own module). Imagemagick
           | is great for formatting textures and huge .tiff files. ffmpeg
           | is the king of video formatting.
        
         | looklookatme wrote:
         | > Although, physics engines are inherently difficult to work
         | with in the first place.
         | 
         | Do you have any insights into why this is the case? What areas
         | of simulation or tooling are difficult to work with?
         | 
         | Disclaimer: I'm on the Havok team and worked on the Babylon.JS
         | integration.
        
           | capableweb wrote:
           | Unrelated but related to Havok: I love Havok, and love to see
           | a Bevy integration, is there one in the works? Doesn't seem
           | like anyone in the Bevy community has yet to stepped up to
           | the plate, and considering Havok is not FOSS, maybe it's
           | unlikely to. But still wanted to ask.
        
             | looklookatme wrote:
             | I haven't come across Bevy before, but it certainly looks
             | very neat from the example demos. If there's a WASM runtime
             | for Rust, I _imagine_ it's possible to take the
             | HavokPhysics.wasm used by Babylon.JS and calling the
             | functions it exposes - the physics functionality exported
             | by that WASM is pretty general and does not make any
             | assumptions about the engine it's running in.
        
           | q_andrew wrote:
           | Hey! Congrats on the launch, the touted performance increases
           | are mind blowing.
           | 
           | I think physics engines are difficult for a few reasons:
           | 
           | - They don't mesh with a lot of features that modelers take
           | for granted (non-uniform scaling, concave meshes, lax model
           | scaling)
           | 
           | - It's hard know intuitively what values to use for things
           | like acceleration, density, velocity, damping, friction.
           | Especially because they are very inter-dependent.
           | 
           | - Interaction with moving kinematic or non-physics objects is
           | an undefined behavior that has to be tested pretty
           | rigorously.
           | 
           | - In gamedev, rigidbody physics are basically a trojan horse
           | for gameplay bugs like clipping through the map and sudden
           | bursts of high speeds (Which is both magical and
           | frustrating). It's a non-trivial task to sandbox those
           | behaviors completely.
           | 
           | - Projectiles. There's no catch-all solution for small fast-
           | moving objects, it's always a tradeoff. But that's mostly
           | because big O dictates it to be so.
        
         | yodon wrote:
         | >I think Havoc physics will be a very welcome addition
         | 
         | No kidding. The "Physics" in Babylon.js is at the inexcusably
         | "my first game engine" level of incompetence. Velocity and
         | acceleration are treated as if they have the same dimensions.
         | All kinds of deeply embedded movement code lacks any
         | understanding of world time. You can definitely get a little
         | game going quickly in it because you don't have to think about
         | any "hard" things, but when you try running your game on
         | systems whose frame rates differ wildly you suddenly understand
         | why real game engines care about the fact that velocity is
         | measured in units of m/s and acceleration in units of m/s^2,
         | and that it matters whether you build your art assets at meter
         | scale or centimeter scale or etc.
        
         | ajdoingnothing wrote:
         | Havok physics is certainly an interesting addition! Especially
         | since Cannon.js & Oimo.js are not being maintained anymore.
         | Ammo.js (port of Bullet) seems to have some updates here and
         | there (IIRC, it was easier to setup using Babylon considering
         | that it used a wrapper across all physics libraries).
         | 
         | Good to see that Babylon.js is doing well.
        
       | jalino23 wrote:
       | this is so nice! I shall be making my game with this! just
       | kidding I need to learn - linear algebra first - then that
       | opengltutorial - learn 3d modeling, animation, rigging, uv,
       | texturing.
        
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       (page generated 2023-04-20 23:00 UTC)