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BabylonJS
Babylon.js
TypeScript2013–2024
BabylonJS / Babylon.js

Babylon.js

Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.

7Distinct people
8Mentions
0Explicit recommenders
26.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Babylon.js is a powerful, beautiful, simple, and open game and rendering engine packed into a friendly JavaScript framework.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:03:16 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year8 dated mentions

Observed mentions: 2013-08-12 18:20:59 UTC to 2024-08-05 08:05:44 UTC.

01232013-01-01 00:00:00 UTC to 2014-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments20132014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20132013-01-01 00:00:00 UTC2014-01-01 00:00:00 UTC303
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC000
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC110
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC202
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

8 sources
We investigated this many years ago: https://github.com/BabylonJS/Babylon.js/ 1. It works just fine for basic 3D functionality, but has limited support for tricks like fog FX etc. WebGL is actually quite capable when combined with simplified physics engines, and animated mesh packing formats. 2. In a business context it fails to check all the boxes, as people are not going to invest in a platform with near zero IP protection. 3. Steam + Unreal has all the advantages, and none of the problems/overhead of a Browser. i.e. peoples game pads, spacial audio, and shader cache buffers will work properly. WebGL is just hitting the same VRML market that failed decades ago for the same reasons. =3
In Show HN: Free e-book about WebGPU Programming
You can see a cross-Browser WebGL Game Engine here: https://github.com/BabylonJS/Babylon.js In general, the tradeoffs are: * WebGL is not always available and enabled in all browsers * Spacial Audio effects and formats are inconsistent across platforms * mouse/keyboard/game-pad support is tricky (browser security is messy) * Rigging a mesh for animation gets computationally expensive * Basic collision detection and snapping to surfaces is always computationally expensive, so to make it performant people use 90's style sphere/cube assumptions * mutable textures are supported, but basic animated effects still bloat into video memory * all game assets and runtime code are exposed to end users Thus, most conclude JS+WebGL are incompatible with most commercial settings, and basic anti-cheat enforcement. Note, WebAssembly+webGL is marginally i
Read the rest
mproved, but again further reduces the number of supported platforms. People tend to prefer native App binaries, as unity3D/OpenGL can allow better content experiences without the added resource overhead. One could try to fight this trend, but Apple/Google/Microsoft want their cut... and will continually do things that enforce their bottom line. Have a wonderful day... =)
In WebGL2 Fundamentals
If you want to learn more about 3d engines (game or rendering), I would recommend BabylonJS: https://github.com/BabylonJS/Babylon.js It has fairly good docs: http://doc.babylonjs.com/ as well as an active forum for developers and users: http://www.html5gamedevs.com/forum/16-babylonjs/ Other options mentioned are also good - the Typescript compiler (https://github.com/Microsoft/TypeScript) is good to get started with especially if you read this Gitbook: https://basarat.gitbooks.io/typescript/content/docs/compiler... You could also search popular typescript github projects that are more closely related to what you work on, but the Typescript compiler and Babylonjs 3d engine are both well written projects with fairly good documentation in my opinion.
In Ask HN: Which TypeScript codebase should I study to get better?
Latest. Here's the string concatenation to set the active texture unit. (By the way the fastest way to do it is "gl.TEXTURE0 + channel" instead of creating the string to index in the proper constant). https://github.com/BabylonJS/Babylon.js/blob/master/src/baby... As for the broken cache, I think it was Engine._activeTexturesCache; sometimes its indexed by texture channel other times by GL enum values (this makes the cache array explode to 30k elements and causes cache misses in half the code paths.) From what I remember, lots of caches are needlessly trashed many times per frame. There's also noticeable overhead to all of those "private static <constant> = value;" with public getters.
In Three.js editor

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