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by afarchy 1459 days ago
This echoes my understanding as well. Virtual Maker uses BabylonJS under the hood for rendering. That said, I've been interested for some time in finding/developing a standard format for describing 3D content which can include some form of input handling (GLTF is just rendering, AFAIK). Think <button>, but for 3D/VR. Maybe then we could port some simple experiences easily between engines.
2 comments

Oh man, I feel you.

I think part of the problem is that the full understanding of a scene with interactions requires a graph structure, but most of our tools are really only built for editing tree structures.

I see this time and again with just regular, ol' 2D DOM and JavaScript. You can define your layout in HTML and then play whack a mole with bugs if elements you got via document.querySelector move or get renamed, or you can define your layouts in JS and pay a relative huge cost in rendering and complexity.

Plus there is the added wrinkle in 3D of having to be very persnickety about memory and shaders and order of operations. How do you make a declarative, semantic scene description that can figure out that this geometry over here can be batched, this over here can be instanced, and never the twain shall meet?

Ah did you then modify the BabylonJS editor? I've been thinking of this approach but worried people have been submitting issues of glitches and oddities that made it seem unstable.

I've been trying to write a 3d editor from scratch with Three.js and Vue 3. It's quite daunting task and I am more appreciative of the work Babylon guys are doing just wish there were more funding so they can knock some of the older issues out.