Babylon.js 8.0 is Officially Here!

We are pleased to announce that Babylon.js 8.0 is has officially been released!

It has always been our dream to make one of the most powerful, beautiful, simple, and open web rendering engines in the world, and today our collective dream hit the accelerator!

Blog Post Announcement

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Congrats to all of us!!! :sparkler:
So many lighting and shadow features have been added, and I will definitely try them all in my project. Mom, I’m on TV! At 2:35, my Garden Explorer flashed by. This motivates me to finish it sooner. :zany_face:

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Yeah!!! thanks for your great contribution!

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Congratulations BJS Team ! :smiley::high_voltage::collision:

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Effing awesome! Brilliant team … community … Babylon :heart:

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Woah, look at this huge change log. Thanks Babylon team :beer_mug:

Hope you experienced engineers still get this feeling after having finished some huge chunk of work. You know, when you just look back, smile and be happy. :slight_smile:

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Amazing work everyone! The Engine has a really good maturity. Every release: always impressed with the quality.

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Totally blown away!

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Cool!
Thanks for the blog post, is very useful for catching up with all the changes.

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Congrats to the Babylon team :tada:

Also thanks for featuring Scifi Rogue (at 2:36), there is now a playable tech demo (updated to 8.0.1) at: https://demo.scifirogue.com

Need to look into adding some of all those amazing new features :blush:

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excuse me! What is that AWESOME game??

cc @thomlucc !!

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are you using Havoc?

and also Navigation mesh for the aliens could be good for you to check - if you haven’t already. I can’t wait to see the evolution of your game. Keep us updated!

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Thanks for the kind words @Deltakosh, I’ve created a separate post for Scifi Rogue here: Scifi Rogue - top down / 3rd person shooter game. And yes using Havok with a custom character controller - need to look into the one now available in 8.0 (or was it already a bit before😃).

@thomlucc, yeah the enemies are currently a bit too easy / boring, just standing there waiting for you to shoot them :alien: Thanks for the link, hadn’t seen that one, was looking at the crowd agents here: Babylon.js docs. Generating the nav mesh itself should be pretty easy as I already have the level (rooms and corridors) as a grid. Maybe also thinking about flow fields if there should be a lot of enemies :thinking:

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If it remains grid-based, you could also use just Astar. Advantage would be easier/better management of obstacles (e.g. destructible environments).

I didn’t make the cut… again. :smiling_face_with_tear:

I still love you… :smiling_face_with_three_hearts:

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So sorry @One_Flag that we didn’t have time in the video to showcase your great work! I honestly wish we had enough time to showcase everyone, but then the videos would probably be 30 mins long. :wink:

Please continue to submit your awesome Babylon work, don’t let this year or last year discourage you!

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