First of all i want to say that i’m super impressive about babylon.js and its entire ecosystem. It’s amazing work, guys!
I’m writing this post to find answers and erase all my doubts if babylon.js is mature enough to be use in commercial project with good performance on desktop and mobile devices.
I’m pretty experienced developer but my area is 2D and i’ve used many of 2d engines, recently i’ve been working with pixi.js for last 5 years. However i’ve never wrote anything complex in 3D so i would appreciate your help but also please don’t hesitate to tell me i’m mistaken or sounds stupid cause my 3D experience equals zero
Currently i’m gonna lead new projects - simple games but they will be mix of 2D and 3D. Some of them will consist of two separate scenes(one in 2D and 3D) and another ones will have two layer - one 2D and 3D and 3D could interact with 2D. I would like to use babylon.js as it seems to be perfect for this project but still have some doubts. My concers are mostly about good performance. I’ve beed reading all section in doc about optimalization but still have feeling like some simple(but yet powerful) techniques are missing
Do you think it’s a good idea use babylon.js for such kind of project or maybe would be better to stick with some 2d engine and try to add 3d elements by my self?
batching - i.e in pixi.js sprites using the images form the same texture atlas can be draw in one call (Inside PixiJS: Batch Rendering System - The Startup - Medium). This give us huge performance boost without loosing flexibility. Seems like this feature is missing in babylon.js, am i right?
sprite sheets(aka texture atlas) - it’s a bit connected with previous one. Seems like right now there is no way to use spritesheets in babylon.js. I think wold be nice to be able to create shared material with base texture for couple of meshes and then use only part of it, but different part for different mesh. Do you think it makes seans?
texture variants - it there any any way to use different texture variants, i.e on desktop i can have HD resolution but on mobile i load SD and engine scales it to proper size? Or do i need to handle it by my self?
bitmapfonts or distant fonts - based on my knowledge it’s super simple way to achieve good performance for dynamic texts(my games will have plenty of them). Are there any plans to add support for it?
limit FPS - is there a simple way to limi FPS? from my experience i’m know that having game in 30fps is enough and there is no need to target 60fps.