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18 docs tagged with "Babylon.js"

Full-featured 3D engine with advanced rendering, physics, and post-processing effects.

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About BabylonJS

An overview of BabylonJS, a powerful and easy-to-use WebGL-based 3D game engine, and its integration with Bitbybit.

AI Prompt Context Files

Learn how to use AI Prompt Context files to give your AI coding assistant comprehensive knowledge of the Bitbybit API for more accurate code generation.

BabylonJS in Scripts

The bitbybit.babylon functions that shape the scene a script draws into - background, lights and shadows, camera, materials, GUI, meshes, picking, gizmos, XR and files - how they relate to drawing, and a map of all of them, with an example in Rete, Blockly and TypeScript.

Bitbybit's Engine-Agnostic Architecture

Learn about Bitbybit's core architecture, designed to be game engine agnostic, its base layer of fundamental algorithms, and its current integrations with ThreeJS, BabylonJS, and PlayCanvas.

Getting a Model Out

How to take what a script makes out of Bitbybit - the editors' Export model menu for GLB, STL and pictures, and from code STEP and IGES for CAD programs, STL and OBJ for printing, GLB for the web, BREP, SVG and DXF drawings.

Getting Started with BabylonJS

Get started with Bitbybit and BabylonJS - our fully integrated 3D game engine. Learn about integration approaches including visual editors, NPM packages, and runners.

Loading and Exporting with BabylonJS

The bitbybit.babylon functions that bring models into the scene and take it out - glTF, glb, STL and OBJ from files, URLs or bytes, glTF tooling, Gaussian splatting scans, GLB and STL export and screenshots - with a table of every function.

Materials and the Look of a Model

How a model gets its look - colours and edges in the drawing options, physically based materials for metal, plastic and glass, and what the scene's lights and environment add.

Materials, Textures and Decals

The bitbybit.babylon functions for how surfaces look - physically based materials with base colour, metallic and roughness, transparency and emission, textures from images, and decals that stick an image onto a mesh - with a table of every function.

Meshes and Nodes

The bitbybit.babylon functions for what is already in the scene - moving, turning, scaling, hiding and cloning drawn meshes, parenting them to transform nodes, BabylonJS's own mesh primitives, and transformation matrices - with a table of every function.

Our NPM Packages

Discover the free NPM packages that power Bitbybit, allowing you to integrate our 3D CAD algorithms into your own applications.

Picking, Gizmos and XR

The bitbybit.babylon functions that let a person interact with the scene - picking what is under the pointer or along a ray, gizmos that move, rotate and scale objects by dragging, and entering virtual or augmented reality - with a table of every function.

Quick Start with BabylonJS

Learn how to set up and use the @bitbybit-dev/babylonjs package with Vite to create 3D CAD applications, and control which geometry kernels (OCCT, JSCAD, Manifold) are initialized.

Scaffold a project with create-app

npm init @bitbybit-dev/app scaffolds a browser app on Three.js, Babylon.js or PlayCanvas, a complete app template such as a product configurator or a laser-cut box generator, or a CAD Cloud backend with its frontend. Every project ships with a strict TypeScript and ESLint setup, a headless smoke test, and is configured for AI coding agents.

The GUI - Buttons, Sliders and Text over the Scene

The bitbybit.babylon.gui functions build an interface inside the 3D view - a full-screen layer or one on a mesh, containers and stack panels, text, buttons, sliders, checkboxes, colour pickers, inputs and images - with an example in Rete, Blockly and TypeScript and a table of every function.

The Scene, Lights and Camera

The bitbybit.babylon functions for the scene as a whole - backgrounds and gradients, skyboxes and environment light, fog, directional and point lights with shadows, the camera and its limits, physics and the engine - with a table of every function.