Continuing rewrite

Planning and Development

I must say I’ve always liked THREE.js.  It’s clean and relatively straightforward, it just isn’t a game engine.  And that’s actually okay because, ultimately, I want the control of writing the game engine part myself for Lyridia.  I’ve been doing some basic testing with loading assets into a THREE.js scene and it’s not hard.  One thing THREE.js lacks that BabylonJS does well is exporting scenes from Blender and then loading them in the engine.  I believe that with THREE.js I’m going to have to load individual assets then place them in the scene.  This method should work fine but it means I will definitely have to create a scene/level editor because I won’t be able to use Blender for this.  If I can do this well it will be a great asset and should allow me to separate asset creation in Blender from scene creation in my tool.  It will also allow me to ensure my scenes are as optimized as possible.  For instance, if I have 200 copies of the same tree in a scene with each tree just scaled and/or rotated, there’s no reason for the client (browser) to download the tree model 200 times, and if I’m writing this all from scratch I can make sure that’s the case.  My next step is to load in a simple terrain and re-attach keyboard and mouse controls so that you can walk around in my new barren 3D world.

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