BabylonJS and ThreeJS - start project

Project to fork to test BabylonJS and/or ThreeJS

HTML

<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.js"></script>
<script src="https://rawgit.com/BabylonJS/Babylon.js/v1.14/babylon.1.14.js"></script>
<canvas id="renderCanvas"></canvas>

CSS

#renderCanvas {
    width: 100%;
    height: 50%;
    min-height: 50%;
}

JavaScript

// BabylonJS
if (BABYLON.Engine.isSupported()) {
    var canvas = document.getElementById("renderCanvas");
    var engine = new BABYLON.Engine(canvas, true);
    var scene = new BABYLON.Scene(engine);
    var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 0, -10), scene);
    var light = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(0, 100, 100), scene);
    var cube = BABYLON.Mesh.CreateBox("Box", 2, scene);
   
    var alpha = 0;
    cube.scaling.x = 0.5;
    cube.scaling.z = 3.5;
    scene.beforeRender = function() {
        cube.rotation.x = alpha;
        cube.rotation.y = alpha;
    
        alpha += 0.01;
    };
    
    // Material
    var material = new BABYLON.StandardMaterial("default", scene);
    material.emissiveColor = new BABYLON.Color3(0.3, 0.3, 0.5);
    cube.material = material;
    
    // Render loop
    var renderLoop = function () {
        scene.render();
    };
    
    // Launch render loop
    engine.runRenderLoop(renderLoop);
}

// ThreeJS
var sceneTJS = new THREE.Scene();
var cameraTJS = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight / 2 );
//document.body.appendChild( renderer.domElement );
renderer.domElement = document.getElementById("renderCanvas");

var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var materialTJS = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cubeTJS = new THREE.Mesh( geometry, materialTJS );
sceneTJS.add( cubeTJS );

cameraTJS.position.z = 5;

cubeTJS.scale.x = 0.5;
cubeTJS.scale.z = 3.5;

var render = function () {
    requestAnimationFrame( render );
    
    cubeTJS.rotation.x += 0.1;
    cubeTJS.rotation.y += 0.1;
    
    cubeTJS.rotation.x = alpha;
    cubeTJS.rotation.y = alpha;
    
    renderer.render(sceneTJS, cameraTJS);
};

render();