This is an Open Source project I started 7 years ago to help in our research lab. Right now the engine is very mature and stable and it has many features (irradiance probes, realtime reflections, skeletal animation and blend shapes, etc) but most importantly, because it is an open source project, the idea is to be very modular so people can extend it easily. It even has an Addons system that let you include external code from the editor.
I do not publicy it too much because there are still some parts that I want to improve before release it as 1.0.
Right now Im finishing the shader graph editor and working on a better backend.
litegraph.js really caught my attention and I'll be looking into using it for a project unrelated to 3d editing. I had been looking for a "general purpose node editor" for a while now but somehow never found litegraph. Let me know if you are interested in hearing feedback on that process.
I'm also looking for something similar to control and edit timelines. Do you have any plans on doing a litetimeline.js?
In general: kudos for having one of the few projects I've come across that is not drowning in dependencies. Very refreshing!
Suggestion: Having a few scenes to try out in the editor would be nice! (Or did I just miss them?)
Sure! Litegraph is one of the more mature libraries of WebGLStudio and it is being used in several projects. If you need any help contact me by email or use the repo. I tend to responder very quick.
About timeline, it is funny because I already have the class but not in a repo, as it is highly tied to other stuff, but I will consider uploading it soon.
Yes, I hate dependencies and all those weird script to bundle stuff, it make you lose control very fast. Thats why I do not use thirth party libraries in my projects.
About the scenes, you are totally right, working on that.
Very cool. I'm not familiar with 3D scene development, so I'm not sure exactly what goals someone would have while using it if you can't edit the meshes, but it looks very impressive.
Modeling is just the start of the 3D pipeline. You also have surface design (textures & shaders), lighting, animation.
The well-known big 3D packages do all, but there’s a long history of separate tools too.
AFAIK Pixar still has separate toolchains and editors for each discipline. It makes some sense that, if you hire the world’s best expressive character animators, you don’t want to distract their daily work with mesh editing tools.
This is an Open Source project I started 7 years ago to help in our research lab. Right now the engine is very mature and stable and it has many features (irradiance probes, realtime reflections, skeletal animation and blend shapes, etc) but most importantly, because it is an open source project, the idea is to be very modular so people can extend it easily. It even has an Addons system that let you include external code from the editor.
I do not publicy it too much because there are still some parts that I want to improve before release it as 1.0.
Right now Im finishing the shader graph editor and working on a better backend.
Feel free to ask anything :)