Big updates to Babylon.js 2.0
Published in
2 min readFeb 19, 2015
The Babylon.js team made some big updates with 2.0 this week, as announced by David Catuhe( @deltakosh). You can find the latest news about it here.
The Web Audio support in this haunted mansion demo is pretty crazy:
Major updates
- Support for WebAudio. More info here (davrous)
- Support for Procedural Texture with standard usable samples and custom support. More info here (meulta)
- Support for OES_element_index_uint extension in order to support 32 bits indices and then meshes with more than 65536 vertices (deltakosh)
- Support for levels of detail (LOD) for meshes. More info here (deltakosh)
- New Scene Optimizer tool. More here (deltakosh)
- Support for user marks (deltakosh)
- Using High Resolution Time for performance and FPS measurement (deltakosh)
- Easing functions for animations. More info here (mimetis)
- New debug layer than can be used to display debug informations. More info here(deltakosh)
- New PolygonMeshBuilder object used to create mesh from polygons (ElemarJR)
- New Mesh.simplify() function to automatically simplify meshes. More info here(raananw)
- New scene.enableDepthRenderer() to register depth texture rendering. More info here(deltakosh)
- New SSAORenderingPipeline to apply screen space ambient occlusion. More info here(julien-moreau)
- New VolumetricLightScatteringPostProcess to simulate volumetric light scattering. More info here (julien-moreau)
- 3dsMax exporter can now generate binary format files (deltakosh)
Microsoft’s support for asm.js in Spartan
Today, we also announced that the Spartan browser is going to support asm.js. I wrote all about what it means for you, especially as a game developer, here.
If you think the work above looks great, just wait until you see the performance when we get asm.js working!