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Babylon 7.0 Is Out

babylonjs.medium.com

1–10 of 19 posts

Re: Babylon 7.0 Is Out

#5
At Roll20 we just released a beta version of our new VTT engine which is powered by Babylon. The devs on the team have really enjoyed getting to use the modern workflow compared to the legacy decade-old stuff we were using before. Thanks Babylon devs!

Re: Babylon 7.0 Is Out

#6
Last time I tried Babylon even for something minimal my bundles (with esbuild) were just too big compared to alternatives.

I don’t see any mention of size optimizations in the blog post. Anyone have any knowledge on this they can share (else guess I’ll just try again with the new release).

Re: Babylon 7.0 Is Out

#9
post #6

Last time I tried Babylon even for something minimal my bundles (with esbuild) were just too big compared to alternatives. I don’t see any mention of size optimizations in the blog post. Anyone have any knowledge on this they can share (else guess I’ll just try again with the new release).

It’s still quite monolithic. The issue is that it is a more complete engine than, let’s say Three, so the scene graph makes use of pretty much everything. Even you don’t use them, things like audio, webxr, node materials would get pulled in, despite tree shaking.

For our purposes, we filter out unused modules using webpack build. Things would crash badly if something would get used by accident, but we have a pretty controlled environment

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