As the world's most powerful js rendering engine, there is still a big gap, "Deferred Shading, etc..."

I tried to use babylon for this demonstration, it’s almost impossible

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Although unofficial, there is a plugin for deferred shading :eyes:

(Your demo looks really good still :ok_hand:)

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amazing demo : D
love the various color schemes, especially sepia, I could watch this for hours!

here’s a poc repro : )

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cc @Evgeni_Popov if it gives you ideas :slight_smile:

Sure, I think that at some point we should address the issue of “many lights” in Babylon.js, but in the meantime, @Heaust-ops’ package seems to do the job very well!

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Also link here the Clustered Lighting here, which is another request to render many lights:

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It’s cool, I thought it was difficult to do, and it seemed very good!

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Besides those lights, this one is also good. All programmatically generated, including textures, with configurable physical hinges.

GitHub - kool-engine/kool: A Vulkan / WebGPU / OpenGL engine for Desktop JVM, Android and Javascript written in Kotlin This engine is indeed the option I hesitated about in it and babylonjs.

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In this regard, there have been attempts to create something similar in the past.

I stopped here for a while due to other work.

grid light probe

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so sheeesh!

I spammed the controls till the chain fell off lol

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oh is this like, a volume light probe?

Hey Postmortal! Didn’t see you hanging here for a long time :wink:

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Insane bro! :flexed_biceps:

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Didn’t see you hanging here for a long time

got distracted w/ a side project :stuck_out_tongue:

Insane bro!

~ you would not believe your eyes, if 10 million fireflieees ~ XD

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I tried the vehicle demo… realistic physics is really hard to control/steer with a keyboard

The idea comes from this, so I don’t know if this should be referred to as a grid or a volume.

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got it! that’s sickk : D
it’s called a volume light probe in blender : P

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It turns out that light is the king :slight_smile:

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I beg to differ :sweat_smile:

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Also have a look at PrePassRenderer, which does not double the draw calls like the GeometryBufferRenderer.

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