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Show HN: Unity like game editor running in pure WASM

raverie-us.github.io

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Re: Show HN: Unity like game editor running in pure WASM

#162

The UI looks very polished! I have an old 3D modeler I want to modernize, is it possible to reuse the UI framework? is it imgui based? I don't seem to see a sign of it. is it easy to be separated out? is the rendering backend swappable? (I hope to use webgpu)

I found the ui code and looked at the font handling part, it doesn't seem to support complex shaping, the font has to be monospaced I guess with a small set of glyphs

Re: Show HN: Unity like game editor running in pure WASM

#163

Earlier quoted context omitted.

Worlds/Spaces in Godot at least are more to do with physics/lighting than scenes/levels. So two objects in the same scene can occupy different "spaces" (for physics), "scenarios" (for rendering), or "worlds" (which encapsulate a space and scenario, for both physics and rendering). Objects in these different contexts will appear in the same scene but will be separated in terms of those contexts and won't e.g. collide…

Interesting. What are the use cases for being able to do this?

The main use case is for subviewports - nodes which contain a scene tree but aren't rendered with the main window, instead you grab a texture from the viewport and can display that how you like, as a mesh texture or as a sprite/texture rect, input to a shader, etc (similar to render textures in unity). You can apply a World resource to the subviewport (the default is, I believe, for them to have their own worlds), and that ensures that they are treated entirely separately from the main viewport's children and will only collide with things and be lit by objects in the subviewport. But, that may not be desired - you may want to use a subviewport to render certain objects and then apply post-processing only to those objects, but otherwise treat them like objects in the main scene - in that case you can have the subviewport share the same World as the main viewport, causing objects inside and outside of the subviewport to interact.

Similarly, there are often gameplay reasons you may want to separate physics/lighting for particular objects, and maybe even have several "spaces" in which objects can interact that you want to swap out at runtime. Stealth games where shadows are important to the gameplay, or games that have an "inner" and an "outer" in terms of physics (maybe a car in the world, and then objects inside the car in their own inner world that maybe obey slightly different physics parameters, for example).

Re: Show HN: Unity like game editor running in pure WASM

#164

Earlier quoted context omitted.

Interesting. What are the use cases for being able to do this?

The main use case is for subviewports - nodes which contain a scene tree but aren't rendered with the main window, instead you grab a texture from the viewport and can display that how you like, as a mesh texture or as a sprite/texture rect, input to a shader, etc (similar to render textures in unity). You can apply a World resource to the subviewport (the default is, I believe, for them to have their own worlds), an…

I see. Thank you for the explanation!

Re: Show HN: Unity like game editor running in pure WASM

#166

Yet another reminder that WebGL is terrible in Firefox. Looking forward to webgpu being standardised and widely used instead.

Hey all, if you’re willing to try again we just put out a fix that dramatically helps performance on some machines. Since this was a port to WASM from a native game engine, it turns out the issue was in our frame rate limiting code which wasn’t playing well with browser timing APIs: https://raverie-us.github.io/raverie-engine/

Didn't see that till now, but yes, that is so much better.
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