We’ve started a project to port the game engine for Cryptovoxels (written in babylon) over to godot, and it’s been going really well. Our plan for a while has been to make a native client that can go in the steamvr and oculus stores. I had been hoping to use babylon native, but after some experimentation, we discovered Godot and so have spent the past few weeks building out a prototype. It’s come together really well. We’ll keep our babylon.js version for running on the web, and develop the godot version alongside. There’s no way we’d want to use a webassembly build of godot, babylon.js is just so much more superior on the web.
We’re using godot-ecmascript which uses quickjs (ecmascript 2020 support) and has really nice typescript type definitions. We’re planning to have a single codebase containing both the godot and babylonjs code, which will either be compiled into a web bundle (using esbuild) for the web, or into godot .jsx files.
The biggest problem so far is that all our world geometry is in the left handed babylon.js coordinate space, so we have to futz with all the numbers to make it work in the right handed godot coordinate space.
Anyway - two cool opensource projects working well together!