kurhlaa Posted December 10, 2017 Share Posted December 10, 2017 Hello, This is more like a general question, but during the last years many things has changed, somewhere syntax, somewhere architecture. Blender has changed, babylon.js too. I would like to know what is a recommended workflow today (in 2017/2018 and future) for creation a complete and complex game scene - with all lights, shadows, camera, collisions, sounds, textures, locations, different meshes etc. ? Lets say we don't use any physics plugins, because most important things are already built-in. Also the priority is a resulting performance. Is it enough and efficient to use Blender only? I see in some examples people still do "ImportMesh" and then in a loop "meshes.forEach..." to configure imported meshes. Also some tutorials are too old because Blender has changed and I haven't found out how to enable babylon's camera-to-mesh collisions. So.. your thoughts? Everything in Blender (other tool) or import meshes one by one and continue with a plain JavaScript? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 11, 2017 Share Posted December 11, 2017 I'm using Blender and BabylonJS for my game. I think if your game is able to be done in Blender Game Engine that is a viable option. I am not an expert in Blender and used it only to build 3d models with simple animations/uv maps and then call "ImportMesh". I am much more comfortable writing code than fidgeting with Blender - so, I think it will depend also on the expertise of the people building the game. I think a good workflow for BabylonJS is to get a starter kit using typescript/es6 with NPM and webpack. I don't have any metrics for the resulting performance, but would imagine that using the Blender Game Engine would be harder to tweak performance as generated code seems harder to change. I really try to avoid relying on generated code, so I have a strong bias. I think on a Blender forum would give much different answers. I also found the mix of tutorials for Blender for all the different versions to make it hard to work with - BabylonJS has good backwards compatibility through releases. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 11, 2017 Share Posted December 11, 2017 Blender is pretty well supported so it is a good reason to use it We did a lot of improvement on the 3dsmax one lately as well Quote Link to comment Share on other sites More sharing options...
splash27 Posted December 12, 2017 Share Posted December 12, 2017 By the way, can you advise me a good starter kit for BabylonJS with ES6, NPM and Webpack? Quote Link to comment Share on other sites More sharing options...
brianzinn Posted December 12, 2017 Share Posted December 12, 2017 @splash27 - I'm not aware of any that specific. One year ago I took a popular ES6 + Webpack Starter Kit (no longer maintained) that is reasonably unopionated and added BabylonJS 2.5, but it also has React. When BabylonJS 3.1 comes out later this month I am planning to do an update (and mark my repo as deprecated):https://github.com/brianzinn/react-redux-babylonjs-starter-kit Probably the best thing to do is find a more generic starter kit and add BabylonJS yourself. BabylonJS NPM is only on versions >= 3.1.0-alpha3.4. To be honest if I was starting a new project then I would go with TypeScript NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 12, 2017 Share Posted December 12, 2017 Issue tracked here: https://github.com/BabylonJS/Documentation/issues/720 Quote Link to comment Share on other sites More sharing options...
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