Introducing Babylon Lite

I remember there was some documentation about Lite architecture etc but seems there is no such info anymore at Babylon.js docs except API

yes I pinged @RaananW. We will fix it asap :slight_smile:

In the meantime everything is here: Babylon-Lite/docs/lite at master · BabylonJS/Babylon-Lite

Doc is back (Thanks @RaananW )
And feature list is here: Feature Comparison — Babylon Lite vs Babylon.js | Babylon.js Documentation

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This is news? Maybe I missed this detail in the initial announcement?

No sorry I was not mentioning it. Lite will align with bjs release cycle but in a different way :slight_smile:
Lite will change major version on each breaking changes (we are following semver) BUT for the initial version we will not do it as we are still figuring out what Lite API is

Else we will end up with version 200 in 3 months :slight_smile:

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Thanks. All good. It just piqued my curiosity :slight_smile:

i filed this issue – tree-shaking is less effective from the npm package · Issue #262 · BabylonJS/Babylon-Lite · GitHub – about how we could improve lite’s tree-shakability and npm es module distribution

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Cc @RaananW / @ryantrem

Thanks for the heads up @chase-moskal. I don’t expect the esm bundling should cause an issue, but I will investigate and we will find a solution that ensures we have maximum tree-shakability and minimum final bundle size when using the shipped npm packages. This is a core tenet of Lite, so we will for sure have a solution asap, and we’ll make sure we have the right tests in place to ensure the published packages are fully tree shake exactly as intended.

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The Babylon.js Lite feature list includes the glTF extension KHR_animation_pointer, but it seems that some models are not being animated.

https://cx20.github.io/gltf-test/tutorialModels/AnimateAllTheThings/glTF/AnimateAllTheThings.gltf
https://cx20.github.io/gltf-test/tutorialModels/AnimatedWaterfall/glTF/AnimatedWaterfall.gltf

thanks mate! I’ll fix that asap!

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The following are examples of models that had display issues with gltf-test ( https://github.com/cx20/gltf-test ):

  • AnimatedTriangle
  • AnimationPointerUVs
  • ClearCoatTest
  • EmissiveFireflies
  • MorphStressTest
  • PotOfCoalsAnimationPointer
  • RecursiveSkeletons
  • SimpleSkin
  • TeapotsGalore
  • TextureSettingsTest
  • VertexColorAlphaClipTest

Also, although not listed in the specifications, the glTF’s built-in camera does not appear to be functioning correctly.

On it!!!

Pull requests · BabylonJS/Babylon-Lite

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Thank you for the quick fix. I’m hesitant to say this, but during testing, I found other models with display issues.

  • AnimateAllTheThings
  • AnimatedWaterfall
  • AnisotropyDiscTest
  • BrainStem (EXT_meshopt_compression)
  • DragonAttenuation (EXT_meshopt_compression)
  • DragonAttenuation-MaterialAnimation
  • Duck (KHR_mesh_quantization)
  • EnvironmentTest (EXT_lights_image_based)
  • InterpolationTest
  • MultiUVTest
  • NormalTangentMirrorTest
  • NormalTangentTest
  • SimpleMorph
  • SimpleSparseAccessor
  • SimpleTexture

I will test again once the new version is ready.

thanks this is helpful!

I’m surprised by some like brainStem. I have it running no problem here.

can you detail the issues you are seeing?

BrainStem:

same for clearcoat test: identical to bjs:

Oops, I’m sorry.
Regarding BrainStream + EXT_meshopt_compression
the issue was with the gltf-test environment.
meshopt_decoder.js was not loaded.

https://cx20.github.io/gltf-test/examples/babylon-lite/index.html?category=sampleModels&model=BrainStem&scale=1.0&type=glTF-Meshopt

/meshopt_decoder.js:1  Failed to load resource: the server responded with a status of 404 ()
index.js:1424 Error: Failed to load meshopt_decoder.js from https://cx20.github.io/meshopt_decoder.js
    at script.onerror (meshopt-decode.ts:48:39)
loadSceneFromSource @ index.js:1424