![]() And the fact that they both compile through Emscripten is proof AAA engines can be built for the web. They're radically different architectures than what three/babylon have. That's mostly because of the architecture of Unit圓D being both efficient and productive and UE4 being much more so. ![]() Unfortunately, they both have massive runtimes that make their web footprints a joke, among other problems. Unity 5 and Unreal Engine 4 both have incredible, native desktop editors that support exporting to the web. While some edge cases may not make it that easy, overall it seems to be a far superior workflow than having to deal with web-based editors or embedded web within native applications. Then when you like what you see, just compile the same thing for the web. The native editor's viewport would just use native graphics APIs for rendering. Hypothetically you could build a native editor around it, with no need to embed a runtime. One alternative, at least for 3D applications, is multi-platform frameworks that also work on the web. ![]() That really balloons project complexity, so I can see why so many people prefer web-based editors when making web-based projects. Unfortunately if you want to run something like Three.js inside of a native desktop editor, you'd have to embed a web runtime. Run the project in a browser window while having bidirectional flow of data between a native desktop editor and the browser window. Something like Microsoft's Language Server Protocol but for graphical editors would be amazing. While it makes a ton of sense on paper, I hate doing any serious 3D work in a browser window. One thing I don't like about either editor is that they're web-based. WebGL Studio has a far more impressive editor, but its underlying engine is custom, so in most cases it isn't anywhere near as useful as Three.js due to the latter's ecosystem. While I love Three.js, its editor has been around for almost as long as the project itself and is sort of neglected by comparison.
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