Babylon.js Essentials

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By Julien Moreau-Mathis
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  1. Babylon.js and the TypeScript Language

About this book

Are you familiar with HTML5? Do you want to build exciting games and Web applications? Then explore the exciting world of game and Web development with one of the best frameworks out there: Babylon.JS.

Starting from the beginning, the book introduces the required basics for 3D development and the knowledge you need to use the Babylon.js framework. It focuses on the simplicity provided by Babylon.js and uses a combination of theory and practice. All the chapters are provided with example files ready to run; each example file provides the previously learned features of the framework. Finally, developers will be ready to easily understand new features added to the framework in the future.

Publication date:
March 2016


Chapter 1. Babylon.js and the TypeScript Language

Babylon.js is a framework that allows you to create complete 3D applications and 3D video games for the Web. Babylon.js has a community that grows day after day; a community that actively contributes to the project, adding more and more features. This chapter gives you a brief introduction to the framework's vision and the TypeScript language as, Babylon.js was developed using this.

The Babylon.js framework embeds all the necessary tools to handle specific 3D applications. It allows you to load and draw 3D objects, manage these 3D objects, create and manage special effects, play and manage spatialized sounds, create gameplays, and more. Babylon.js is an easy-to-use framework as you can set up (you'll see this later) these things with the minimum lines of code.

Babylon.js is a JavaScript framework developed using TypeScript. TypeScript is a compiled and multiplatform language that generates pure JavaScript files.

We will cover the following topics in this chapter:

  • An introduction to Babylon.js
  • The reason Babylon.js has been developed using TypeScript
  • An introduction to TypeScript

The creators

Babylon.js was created by David Catuhe (@deltakosh), David Rousset (@davrous), Pierre Lagarde (@pierlag), and Michel Rousseau (@rousseau_michel). It's an open source project essentially developed in their spare time. When they started Babylon.js, they wanted it to be designed as easy-to-use and then get an accessible 3D engine for everyone. The official web site ( contains a lot of tutorials for beginners (even in 3D) to more advanced users with examples for each feature and scenes as examples.

Online tools provided by the Babylon.js solution

Babylon.js provides you with several online tools to help developers and artists experiment and try their productions:

  • For developers, the Playground ( allows you to experiment and train. It shows a code editor with autocompletion (Monaco) and canvas to see the results. It also provides some examples of code to train with.
  • For artists, the Sandbox ( allows you to drag and drop exported Babylon.js scenes (Blender and 3ds Max) to the browser to see the results in real time. The Sandbox provides you with debugging tools to activate/deactivate features and see the impact on real-time performances.
  • The Create Your Own Shader (CYOS) allows developers to develop shaders and see the results in real time. There are also several shaders already available to train and experiment with.

Why is Babylon.js developed using TypeScript?

Babylon.js is a big project with increasing contributions since its creation on GitHub. It provides you with a lot of functions and, sometimes, with a lot of parameters for more flexibility. The TypeScript language is useful for robust code as its goal is to improve and secure the production of JavaScript code.

The TypeScript language

TypeScript (TS) is a free and open source language developed by Microsoft. It is a compiled language to produce JavaScript (the TS code is, in fact, transcompiled) and provides a static typing system, which is optional. The typing system is used in Babylon.js in order to get a cleaner and more descriptive code. It means that if a function has a lot of parameters, it's easier to fill and understand them instead of always using the documentation as a reference. Moreover, it allows developers to declare classes (as the ECMAScript 6 specifications do) and interfaces for a better understandable architecture and structure of code.

The TypeScript features

The typing system is powerful as it allows developers to create interfaces, enumerated types, and classes and handle generics and union typing. Overall, developers use the typing system for a better understanding and security of the libraries that they are building and using.

The TS language supports inheritance (classes) and also provides access specifiers (private / public / protected) to modify the access rights for the classes' members. Then, developers can see at a glance the members that they can use and modify.


Introduction to TypeScript - what you have to know

Let's introduce TypeScript with some feature examples and configurations: how to compile TS files to JS files, work with classes / types / union types, functions, inheritance, and interfaces.

Compilation using Gulp

Gulp is a task runner available as an npm package. It provides a plugin to handle the TypeScript compilation. The only thing to do is to configure a task using gulp with gulp-typescript.

To download the gulp packages, you have to install Node.js ( to get access to the npm packages:

  1. Install Gulp using the following command line:

        npm install gulp
  2. Install Gulp-Typescript using the following command lines:

        npm install gulp-typescript
  3. To configure the Gulp task, just provide a JS file named gulpfile.js containing the task description.

  4. Import Gulp and Gulp-TypeScript:

        var gulp = require("gulp"); 
        var ts = require("gulp-typescript");
  5. Define the default task to transcompile your TS files:

        gulp.task('default', function() { // Default task 
          var result = gulp.src([ // Sources 
              // Other files here 
            .pipe(ts({ // Trans-compile 
              out: "outputFile.js" // Merge into one output file 
          return result.js.pipe(gulp.dest("./")); // output file desti        nation
  6. Once the default task lists all the TS files to transcompile, just call Gulp using the following command line:


Working with typed variables

Working with TypeScript is really similar to JS as the typing system is optional. Nevertheless, the common types in TS are as follows:

  • String
  • Number
  • Boolean
  • Any
  • Void
  • Enum
  • Array

With JS, you should write the following:

var myVar = 1.0;// or 
var myVar = "hello !"; 

Here, you can write exactly the same with TS. The TS compiler will process the type inference and guess the variable type for you:

var myVar = 1.0; // Which is a number 
// or 
var myVar = "hello !"; // Which is a string 

To specify the type of a variable with TS, type the following command:

    var myVar: type = value;

Then, with the previous example, add the following code:

var myVar: number = 1.0; 
// or 
var myVar: string = "hello !"; 
// etc. 

However, it's forbidden to assign a new value with a different type even if you don't mention the type as follows:

var myVar = 1.0; // Now, myVar is a number 
// and 
myVar = "hello !"; // Forbidden, "hello" is a string and not a number 

To get the JS flexibility with variables, let's introduce the any type. The any type allows developers to create variables without any static type. The following is an example:

var myVar: any = 1.0; // Is a number but can be anything else 
myVar = "Hello !"; // Allowed, myVar's type is "any" 

The following is the screenshot of the types.ts file:

Let's introduce some specific types. It's the occasion to introduce the generics using TypeScript and enumerated types. The usage of numbers, Booleans, and strings is the same in TypeScript and JavaScript. So, no need to learn more.

Enumerated types

Working with enumerated types (enum) is like working with numbers. The syntax is as follows:

enum FileAccess {Read, Write}; 

This generates the following JS code:

var FileAccess; 
(function (FileAccess) { 
    FileAccess[FileAccess["Read"] = 0] = "Read"; 
    FileAccess[FileAccess["Writer"] = 1] = "Writer"; 
})(FileAccess || (FileAccess = {})); 

Access to an enumerated type in both the languages is as follows:

var myVar: FileAccess = FileAccess.Read; // Equivalent to 0 


Defining an array with TS is also similar to JS. The following is an example:

// In both languages 
var myArray = []; 
// or 
var myArray = new Array(); 

With TS, array is a generic class. Then, you can specify the item's type contained in the array as follows:

var myArray = new Array<number>(); 


Note: With TS, typing new Array() is equivalent to new Array<any>().

You can now access the common functions as follows:

var myArray = new Array<any>(); 
myArray.push("Hello !");   
myArray.splice(0, 1); 
console.log(myArray); // "[1]" 

Working with classes and interfaces

Classes and interfaces allow you to build types just as the Array class does. Once you create a class, you can create instances using the keyword new, which creates an object in the memory.

The following is an example:

var myArray = new Array<any>(); // Creates a new instance 

Creating a class

The syntax in TS to define a class is as follows:

class Writer { 
  constructor() { 
    // initialize some things here 

This generates the following in JS:

var Writer = (function () { 
    function Writer() { 
    return Writer; 

In both languages, you can create an instance of Writer:

var myInstance = new Writer(); 

You can also use modules that work as namespaces:

module MY_MODULE { 
  class Writer { 


var writer = new MY_MODULE.Writer(...); 

Creating class members

With JS and the conventions, you can write the following:

function Writer() { 
  this.myPublicMember = 0.0; // A public member 
  this._myPrivateMember = 1.0; // A member used as private 

With TS, you can explicitly specify the access specifier of a member (public, private, and protected), which has been explained as follows:

  • Public: Any block of code can access the member to read and write
  • Private: Only this can access this member to read and write
  • Protected: External blocks of code cannot access the member; only this and specializers (inheritance) can access this member to read and write

Let's experiment using the Writer class:

// declare class 
class Writer { 
  // Union types. Can be a "string" or 
// an array of strings "Array<string>" 
  public message: string|string[]; 
  private _privateMessage: string = "private message"; 
  protected _protectedMessage: string; 
  // Constructor. Called by the "new" keyword 
  constructor(message: string|string[]) { 
    this.message = message; 
    this._protectedMessage = "Protected message !"; // Allowed 
// A public function accessible from everywhere. 
// Returns nothing. Then, its return type is "void". 
public write(): void { 
  console.log(this.message); // Allowed 
  console.log(this._privateMessage); // Allowed 
  console.log(this._protectedMessage); // Allowed 
var writer = new Writer("My Public Message !"); 
console.log(writer.message); // Allowed 
console.log(writer._privateMessage); // Not allowed 
console.log(writer._protectedMessage); // Not allowed 

Working with inheritance

Let's create a new class that specializes the Writer class. The specialized classes can access all the public and protected members of the base class thanks to the inheritance. The extends keyword represents the inheritance.

Let's create a new class named BetterWriter that specializes (extends) the Writer class:

// The base class is "Writer" 
class BetterWriter extends Writer { 
  constructor(message: string|string[]) { 
    // Call the base class' constructor 
// We can override the "write" function 
public write(): void { 
  if (typeof this.message === "string") { 
    // Call the function "write" of the base class 
    // which is the "Writer" class 
  else { 
    for (var i=0; i < this.message.length; i++) { 
      console.log(this.message[i]); // Allowed 
      console.log(this._privateMessage); // Not allowed 
      console.log(this._protectedMessage); // Allowed 

Using interfaces

Interfaces are used to create contracts. It means that if a class implements an interface, the class must provide all the functions and members defined in the interface. If not, it doesn't respect the contract, and the compiler will output an error.

All the defined functions are public and all the defined members are public.

With Babylon.js, a good example is to use the IDisposable interface. It means that the users can call the method named dispose(). This function's job is to deactivate and/or deallocate the systems used.

The following is an example:

interface IWriter { 
  // The class "Writer" must have the "message" member 
  message: string|string[]; 
  // The class "Writer" must provide the "resetMessages" function. 
  resetMessages(): void; 
class Writer implements IWriter { 
  public message: string|string[]; 
  constructor(...) { 
// All functions declared in the interface are public. 
public resetMessages(): void { 
  this.message = this._privateMessage = this._protectedMessage = ""; 


In this chapter, you obtained the necessary knowledge to develop programs using TypeScript with Babylon.js. You'll see that working with TypeScript can be more productive and secure in most cases. Additionally, some developers will be more comfortable when using types as they are used to development with typing.

Don't hesitate to manipulate TypeScript with the attached example files. Don't forget to install gulp and run the command lines.

You can also run the following command line:

    gulp watch

This will track and recompile the TS files at each modification automatically.

In the next chapter, let's get straight to the heart of the matter with an introduction to the Babylon.js framework, and how to create an engine and scene entities such as lights, cameras, and meshes (3D objects). You'll build your first 3D scene with Babylon.js and understand the architecture of the framework really quickly!

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