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Built on Babylon.js
Babylon.js

The 3D engine inside your browser tab

Every real-time 3D view in aukimi — sculpting, retopology, painting, lighting, the game engine — is drawn by Babylon.js. Open source, WebGPU-capable, and nothing to install.

Version

Babylon.js 9

Licence

Apache 2.0

Renderer

WebGPU, WebGL2 fallback

Physics

Havok (WASM)

What Babylon.js is

Babylon.js is an open-source real-time 3D engine for the web, released under the Apache 2.0 licence and developed in the open on GitHub. It started at Microsoft and is now built by a large community of contributors. It is not a viewer or a toy renderer: scene graph, PBR materials, skeletal animation, particles, post-processing and physics are all part of it, and it is used in production by studios and industrial tools well outside our corner of the world.

One engine, every 3D module

The sculpting viewport, the retopology view, 3D painting, the lighting and render module and the game engine all run on the same Babylon scene code. That is why a mesh does not need re-importing when it moves from one module to the next, and why the shading you set up in one place looks the same in another. A suite built out of six different renderers would have six different definitions of "the same material".

WebGPU when your browser has it

Babylon.js supports WebGPU, the modern graphics API browsers are moving to, and falls back to WebGL2 where it is unavailable. You do not choose: the viewport asks the browser what it can do and takes the faster path when there is one. As WebGPU keeps landing in more browsers, your machine gets faster without you reinstalling anything.

Physics is Havok, running as WebAssembly

Simulation in the Engine comes from Havok — the same physics engine behind a long list of shipped commercial games — compiled to WebAssembly and driven through Babylon's physics plugin. Rigid bodies, collisions and constraints are computed at native-ish speed inside the tab, with no server round trip.

Standard formats, in and out

Babylon reads and writes glTF and GLB through its official loaders and serializers, which is also how a scene leaves aukimi for a native build. Your work is stored in a format the rest of the industry reads — Blender, Godot, Unity, Unreal and any viewer on the web — rather than in a private container that only we can open.

  • glTF / GLB import and export
  • PBR materials that survive the trip out
  • The same GLB feeds the native Bevy build

What that buys you

No plugin, no driver, no 40 GB install: a URL opens a 3D application. Because the engine underneath is public and documented, what you learn in aukimi is transferable knowledge, and anyone can read exactly how the picture on screen is produced. We did not write a secret renderer, and we are not asking you to trust one.

Open a 3D viewport and see

Sculpting, retopology, painting and the game engine all run in the tab you already have open.

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