Babylon.js

~1.4MB min / ~350kb gz (core)

A complete 3D engine by Microsoft — physics, audio, GUI, and XR all ship in the box.


01

See It in Action

Real-time 3D with physics, particles, and PBR materials — all running in your browser.

A 3D scene with orbit camera, PBR-style lighting, and multiple shapes. Drag to rotate — CSS cannot do real-time 3D camera orbit.

Preview

02

What is Babylon.js?

Babylon.js is a free, open-source 3D engine built by a team at Microsoft. You give it a canvas element, and it handles everything needed to render interactive 3D scenes in the browser — lighting, cameras, materials, meshes, and a render loop.

What sets it apart from Three.js is scope: Babylon.js ships with a physics system, a GUI overlay system, an audio engine, a particle system, and WebXR support for VR/AR — all built-in, no plugins required. It also includes a browser-based scene inspector you can activate with one line of code to debug your 3D scenes in real-time.

🔋
Batteries Included
Physics, GUI overlays, audio, particles, and WebXR ship inside the engine. No hunting for plugins — import what you need and it works.
🔍
Built-in Scene Inspector
Activate a full scene debugger with one line of code. Inspect meshes, materials, lights, and performance in real-time — like browser DevTools but for 3D.
📱
WebXR Ready
First-class VR and AR support with built-in hand tracking, teleportation, and controller input. No extra libraries needed to ship an XR experience.

03

When to Use Babylon.js

Use when
3D product configurators with built-in GUI overlays
VR and AR experiences using WebXR
Browser games with integrated physics
Enterprise 3D applications needing an all-in-one framework
Interactive 3D data visualizations
Avoid when
Small, lightweight 3D effects — Babylon.js core is ~1.4MB minified, much larger than Three.js
Projects that need the largest ecosystem of community plugins — Three.js has more third-party libraries
Simple 2D canvas or sprite work — use PixiJS instead

04

How Babylon.js Compares

Babylon.js vs Three.js

Babylon.js is batteries-included: physics, GUI, inspector, and WebXR are built-in. Three.js is smaller (~170kb gz core) and more modular with a larger ecosystem. Choose Babylon for all-in-one, Three.js for flexibility and lighter bundles.

Babylon.js wins at
Built-in physics, GUI, inspector, WebXR, audio engine
Three.js wins at
Smaller core, larger community, more third-party plugins, more tutorials
Babylon.js vs PixiJS

Different tools: Babylon.js is a full 3D engine, PixiJS is a fast 2D renderer. Use PixiJS for sprites and 2D graphics, Babylon.js for anything 3D.

Babylon.js wins at
Full 3D engine, PBR materials, physics, WebXR, scene graph
PixiJS wins at
Much faster 2D rendering, much smaller bundle, simpler 2D API
Babylon.js vs PlayCanvas

Both are full 3D engines. Babylon.js is fully open-source (Apache 2.0) with no platform tie-in. PlayCanvas has a cloud-based visual editor but some features require a paid plan.

Babylon.js wins at
Fully open-source, no vendor lock-in, richer built-in feature set
PlayCanvas wins at
Cloud-based visual editor, easier for non-coders, built-in hosting and collaboration

05

Get Started with Babylon.js

Terminal
npm install @babylonjs/core
Terminal
yarn add @babylonjs/core
HTML
<script src="https://cdn.jsdelivr.net/npm/[email protected]/babylon.js"></script>
Quick Start
import { Engine } from "@babylonjs/core/Engines/engine";
import { Scene } from "@babylonjs/core/scene";
import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
import { MeshBuilder } from "@babylonjs/core/Meshes/meshBuilder";
import { Vector3 } from "@babylonjs/core/Maths/math.vector";

const canvas = document.getElementById("renderCanvas");
const engine = new Engine(canvas, true);

const scene = new Scene(engine);
const camera = new FreeCamera("camera", new Vector3(0, 5, -10), scene);
camera.setTarget(Vector3.Zero());
camera.attachControl(canvas, true);

new HemisphericLight("light", new Vector3(0, 1, 0), scene);

// Create a sphere — one line!
const sphere = MeshBuilder.CreateSphere("sphere", { diameter: 2 }, scene);
sphere.position.y = 1;

// Create ground
MeshBuilder.CreateGround("ground", { width: 6, height: 6 }, scene);

// Render loop
engine.runRenderLoop(() => scene.render());
window.addEventListener("resize", () => engine.resize());

06

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