Learn BABYLONJS with Real Code Examples
Updated Nov 25, 2025
Explain
Babylon.js provides a full-featured 3D engine with rendering, physics, materials, and scene management.
It supports both WebGL and modern WebGPU for high-performance graphics.
Includes advanced PBR materials, particle systems, shaders, and post-processing effects.
Offers integrated WebXR support for VR and AR experiences.
Provides a rich editor, playground, and tooling ecosystem.
Core Features
Scene and camera system
Lights, shadows, reflections
Meshes, materials, textures
Physics engines support (Ammo.js, Cannon.js, Havok)
Particles, animations, GUI system
Basic Concepts Overview
Engine and Scene
Camera types (ArcRotate, Free, Universal)
Lights and shadows
Meshes and materials
Animations and actions
Project Structure
src/
assets/models/
assets/textures/
main.ts or index.js
scenes/ - scene-related modules
Building Workflow
Set up canvas + engine
Create scene graph
Load or import assets
Add lights, shadows, cameras
Run render loop
Optimize with inspector
Difficulty Use Cases
Beginner: simple rotating cube
Intermediate: PBR materials + shadows
Advanced: physics-based interactions
Expert: custom shaders + WebGPU
XR Master: full VR/AR experience
Comparisons
Babylon.js vs Three.js: Babylon is more opinionated and feature-rich; Three.js is more minimal and flexible.
Babylon.js vs Unity WebGL: Unity is heavier but more powerful; Babylon is lighter and web-native.
Babylon.js vs PlayCanvas: PlayCanvas has an online editor; Babylon has deeper XR support.
Babylon.js vs WebGPU APIs: Babylon abstracts complexity.
Babylon.js vs A-Frame: Babylon is lower-level but more powerful.
Versioning Timeline
2013 - Initial release
2015 - glTF loader integrated
2018 - Major WebXR support
2021 - Node Material Editor
2023–2025 - WebGPU backend push
Glossary
PBR - Physically-Based Rendering
WebGL - Browser graphics API
WebGPU - Modern GPU API
XR - VR/AR experiences
Scene Graph - Hierarchical object tree