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