Introducing the BabylonBurst Engine to the BabylonJs Community!
Hello fellow Babylonians!
I’ve been delving into the creation of a web-based game editor, and I’d like to showcase my progress and see if there is any interest for others to work with the engine.
Why the BabylonBurst Engine? I love working with Babylon, but as scenes evolve in complexity, asset importing and code sharing can become quite cumbersome—especially for multiplayer game setups. My vision was clear: devise an efficient approach to asset management, systems, and networking to let developers concentrate on game creation.
BabylonBurst Engine Features:
- ECS-Driven Mechanism: Hyper efficient & simple to understand.
- Cpp/WASM Integration: Facilitates seamless code sharing.
- Shareable Assets: Streamlined asset and game code sharing between server & client.
- Advanced Asset Loading: Asynchronous asset streaming, background caching and bundling.
- Web Editor: A comprehensive tool for content creation and asset integration.
- Prefabs: Bundling data has never been easier for optimal networking data usage.
- Live Debugging: Debug and inspect in real-time through the Web Editor.
- Performance Metrics: Automatic performance tracking via Prometheus.
Current Milestones: Phase I is a wrap! Most of the features listed above are fundamentally in place. While my primary aim remains game development, this engine’s evolution is a parallel journey. The engine is almost ready for others to use, so keep an eye on this space!
A Sneak Peek Into the Editor: It’s designed to load and scrutinize assets in storage, tweak prefabs, and integrate various components seamlessly.
Backend Insights: Handling vast amounts of data is a breeze. The backend leverages the Bullet for physics, Recast/Detour for navigation, supports prefab loading, and ensures every system runs smoothly. Here’s a glimpse of the code:
WASM and Frontend Integration: Rebuilding the server (through vscode) is all it takes to generate WASM. Plus, there are ready-to-use hooks for WASM code interaction. WebSocket takes care of the networking part automatically.
Looking Ahead: I envision a large-scale, browser-based RTS game. While the journey towards a prototype is long, the destination is clear. My aim is to establish a non-profit for game publication, making a positive mark in the gaming world. Currently, I’m with Riot Games, so I’m treading carefully to maintain professional boundaries.
Your insights, feedback, and interest mean a lot. If you’ve stayed with me till this point in the post, a big thank you! Excited to hear your thoughts on the engine and the overarching game idea.