Hey guys,
I have recently started working on a Babylonjs component-based editor. Basically it would let you build a BabylonJS project without any code, just by dragging and dropping components into the editor. This would then open the doors to build an asset store for BabylonJS where components and assets can be traded. Much like what Unity has for it’s own engine.
To make this work as intended, I have created a component-based system which wraps the BabylonJS functionalities into separate components or building blocks. The system is not a pure ECS but more close to what Unity has. I feel it should be enough to give the right amount of reusability to the components without over-complicating anything.
Besides wrapping up BabylonJS functionalities, the system also introduces components such as Character Controllers or networking components ( both server and client side ) to add a layer of abstraction and aid developers build graphic applications or games much more easily.
It will be able to export in Web, desktop and mobile through the help of BabylonNative for the mobile versions, probably also the desktop one.
Do you guys think this is something that would be useful? Anything I should keep in mind while designing the system, given that it’s still in a fairly easly stage? Looking forward to your feedback .