Babylon Large Scenes : Game Environments Best Practices & Pipeline

Hey Everyone,

I am starting a thread to discuss larger scenes and environments. Any support or thoughts on pipeline is helpful as we are working on larger scenes with various structures-elements-props-fx-lighting-animation.

What is your pipeline and examples?
Maya/Blender/Substance/Photoshop to Babylon.js

TOPICS

  • Tri/Material Limitations/Examples of larger scenes
  • Scene Graphs
  • Instancing Objects
  • Modular World Building

Can you be a little bit more explicit for this ‘discussion’ as for the type of ‘thoughts’ you’d like to get on this (and eventually questions or challenges for #large scenes preparation&rendering in BJS)?

I use all (not sure how to relate this to your question)

TOPICS

  • Tri/Material Limitations/Examples of larger scenes
  • Scene Graphs
  • Instancing Objects
  • Modular World Building

Any tips or comments about the topics listed. When creating/implementing in/for Babylon.

May be you could start with better defining ‘larger scenes’? Is it like ‘MS Flight Simulator’ large or ‘Far Cry’ large?:wink: I hope not. Is it ‘large’ because it’s a huge scene with lots of objects/instances. Or is it large in the scope, because it would be something like 3D Commerce, with hundreds of different meshes and sources… I guess people here are used to answer more ‘precise’ questions. This is why may be you are not getting the input you want because I can assure you the people here are very helpful and reactive. I’m sure many would have a lot to say about i.e. thin instances or i.e. procedural terrain design. I think your topic might just be a bit too open to get the answers you may be looking for.
May be you should split it with more ‘direct’ questions…

Edit: May be we could start with this: Are you a PM or a PMO? I’m supportive of PMs, Digital Gov & VPs, this is also part of my job (aside from ‘playing’ with BJS :smiley:

Can I understand that when you say ‘pipeline’ it’s because you are actually in charge of setting-up a ‘workflow’ (or pipeline or process) for a project or a range of projects? I guess People here when they first read ‘pipeline’ might think it’s about BJS or webGL, understand a ‘rendering’ pipeline. Clearly, this is not it. I guess you are trying to understand the best way to create ‘a process’ (and choose or validate architecture and tools) for your project(s)’ needs and business objectives. Is it? Again, I believe if you want to get the best from this forum, you should split your questions and add some tech aspect to it. As for the ‘high level’ part of your evaluation, I believe you could look at forums like (i.e.) medium. There are some pretty interesting articles with a good level of detail and sources.

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