We will update the doc with the list live ![]()
cc @PirateJC
I tried Babylon.js Lite.
I was able to port the basic sample, but I’m stuck on the following:
- I can’t load the Fox glTF model.
- I can’t display dust particles.
- The way Skybox is used is different from before.
That’s about it for now.
what is the error with fox?
for particles they are not yet supported (but @AlitarSemiramis is on it)
also you have more than 100 scenes in the repo with their babylon equivalent if you want inspiration
Wow, it’s crazy. I like it a lot. I’m preparing a version 3 of my editor, when I see this, I tell myself that version 4 should follow. But I admit that I am not reassured. I risk breaking everything if something no longer exists. But it’s worth it I think.
As some say, a list of what no longer exists would be interesting. A list of what remains to be done, documentation to migrate as easily as possible without having to relearn everything.
In any case, congratulations for that. It seems incredible, promising…
Babylon (lite or not) is a great engine.
So that’s an apples-to-apples comparison right, both Babylon.js and Babylon Lite using WebGL WebGPU renderer?
This! Also device input manager seems to be missing?
Is there any kind of timeline of how the missing features are prioritized, and when to expect some feature parity with the Babylon.js version? Is everyone on the summer holidays already and we/me can assume these come during autumn? ![]()
So eager to port this already, but I think for now, there are so many crucial features missing that it would become a hassle! (For example, null engine, device input manager, particles, audio…)
both engine using webgpu actually
I shared the list earlier and we have A LOT already ![]()
Particles are the big ones missing but they are on the work
Sorry typo on my part
so yes apples to apples ;D
The only thing that saddens me is that I have the impression that it can’t be used with <script> Because I don’t understand anything about this :
# 1. Install all workspace dependencies (links the babylon-lite package)
pnpm install
# 2. Install Playwright browsers (needed for parity & bundle-size tests)
pnpm exec playwright install
# 3. Start the dev server (builds bundle scenes, then launches Vite on port 5174)
pnpm dev:lab
Can we integrate babylonLite via <script>
I hadn’t paid attention, but there is a small migration guide :
Yes because UMD prevents us from treeshacking correctly. BUT you can still import using scripts:
To use modules in an HTML document, you must specify type=“module” in the tag.
~3–4× faster is effing incredible. So that’s all down to having a lean, efficient codebase (functions over classes, data over objects etc)?
Yes, I can see where to put type=‘module’. Do you have a concrete example of integration?
Yeah sorry I didn’t look into that thoroughly… It didn’t mention audio and device manager though, or if it did I need to get my eyes checked! ![]()
There are so many goodies already there! I thought cascaded shadows were not implemented yet but I was wrong!
correct and thinking the engine for webgpu only instead of having a neutral layer.
hold my beer, let me create that for you
webaudio is coming soon from @RaananW







