###### NAVIGATE - BACK : [[BABYLON JS]]
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>[!info]- [[ENIGMAS]]
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#### AENIGMAS
creating
scene 888
https://playground.babylonjs.com/?BabylonToolkit#20B0Z5#3
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###### [[BABYLON JS.sandbox.]]
honestly regardin BABYLON JS
i think in the future it will be a wrapper for other tools
ex : Unreal Engine, maybe ;)
SOME OLD WORK FROM SCHOOL
https://playground.babylonjs.com/#XCPP9Y#10649
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https://playground.babylonjs.com/#XCPP9Y#10649
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OLD project ;)
https://playground.babylonjs.com/#KBS9I5#16756
>[!quote]- NARU
><iframe allowfullscreen src="https://playground.babylonjs.com/#KBS9I5#16756" width="100%" height="555" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" ></iframe>
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3d scene in babylon
https://www.babylonjs-playground.com/#G703DZ#211
https://www.babylonjs-playground.com/#G703DZ#87 [old version]
3d space control used for project
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https://www.babylonjs-playground.com/#4CQIH5#4
[[OLD SAVE_[WORKING PANELS]]]
This completes the entire `createScene` function with all the necessary components:
1. Configuration (CONFIG_001)
2. Camera setup (CAMERA_001)
3. Lighting setup (LIGHT_001)
4. Material creation (MATERIAL_001)
5. Pane creation (PANE_001)
6. Animation functions (ANIM_001)
7. Interaction setup (INTERACT_001)
8. Transition logic (TRANS_001)
9. Scene initialization (INIT_001)
Each section is clearly marked with start and end barriers, and includes an ID for easy reference. The code follows the best practices mentioned in the comment block at the beginning, including meaningful variable names, modular design, and consistent coding style.
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1. **Third-Party Libraries and Tools**: There are third-party libraries and tools available that aim to provide a similar experience to UE Blueprints, such as:
- **PlayCanvas**: A cloud-based game engine with a visual scripting system, inspired by UE Blueprints.
- **Cocos Creator**: A game engine with a visual scripting system, offering a similar authoring experience.
interesting way to utilize babylon.js capabilities
now create a way to piggy back off UE utilizing platform that offers a solution to this problem
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**Community Solutions**
Some community-driven projects and plugins aim to bridge the gap:
1. **Unreal4Web** (Animech): A plug-in that exports Unreal 3D files to glTF, allowing browser rendering. It combines an exporter and viewer, ensuring quality and efficiency.
2. **UWS (Unreal Web Server)**: A web server written in C++ for Unreal Engine, enabling RESTful API exposure. This allows developers to create web-based interfaces for Unreal Engine features.
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