[Open-source] Realm Crafting - Game Editor

:rocket: Realm-Crafting – Version 1.4.0 Released

I’m happy to announce the release of Realm-Crafting v1.4.0, a major update focused on storytelling tools, missions, and overall workflow improvements.

:sparkles: What’s new in this version

  • :clapper_board: Brand new Cinematic Editor
    Create and manage cutscenes to enhance storytelling and immersion.
  • :scroll: New Quest / Mission Editor
    Design dynamic missions and quests driven by gameplay events.
  • :high_voltage: Faster editor loading
    Editors now load much faster when they have already been opened once.
  • :movie_camera: New Cinematic Marker
    A cinematic marker that can be linked exclusively to a specific object and its cutscene.
  • :books: All manuals and documentation completed
    Every editor is now fully documented.
  • :person_walking: Area-based cutscene triggering
    The player can trigger cutscenes by entering defined zones.
  • :puzzle_piece: Cinematics integrated with missions
    Missions can start with cutscenes, dialogues, or custom triggers.
  • :repeat_button: Dynamic mission system
    Missions are driven by game events and can evolve during gameplay.
  • :white_check_mark: Multiple mission conditions supported
    • Item gathering
    • Enemy eliminations
    • Area reached
    • Time limits
    • Custom game events
  • :wrapped_gift: Automatic mission outcomes
    Missions can trigger rewards, penalties, and story progression automatically.
  • :bell: Cinematic callbacks
    Cutscenes can notify the game when they end, allowing gameplay or story flow to continue.
  • :round_pushpin: New CinematicZone script
    Easily bind cutscenes to specific areas in your levels.

:wrench: What’s next?

The 1.5 version will mainly focus on testing, bug fixing, and stability.
This release introduces many new systems, and the next step is to put them to the test in real scenarios and polish everything based on feedback.

Thanks for your support,

See you soon!

6 Likes

[Release] Realm-Crafting v1.5.0

Realm-Crafting v1.5.0 focuses on stabilizing the editor and the game with numerous bug fixes, while also adding several improvements and new features to enhance your workflow and the demo project experience.

:new_button: New Features & Improvements

  • Character Editor: Assign multiple weapons at once.
  • Project Conversion System: Easily update existing projects after upgrading the editor and game.
  • Demo Project Update: Includes a cinematic and a mission (kill 10 zombies) for testing.
  • Mission UI Feedback: Players now receive visual feedback when triggering a mission or completing objectives.
  • Multiple Weapons Handling: Weapons can now be picked up and positioned correctly in the player’s hands.
  • Editor Visuals: Missing emojis added to all flyer panels across editors for improved readability.

:bug: Fixes

  • Installation: Removed unnecessary files from the Realm-Crafting installation.
  • Character Editor: Fixed errors when loading characters without assigned animations.
  • Cinematic Editor:
    • Fixed empty tracks after saving.
    • Corrected frame offset when recording keyframes.
    • Next/Previous frame buttons now update correctly.
    • Cursor and animation are applied to the proper frame.
    • Frame 0 is applied correctly when loading newly imported cinematics.
  • Marker:
    • Ribbon updates now correctly select the mesh by type, preventing trigger zone errors.
    • Fixed cinematic trigger zones not being saved due to missing logic references.
    • Resolved issues preventing connection of cinematic markers to objects.
  • Zombie Behavior:
    • Fixed missing zombie sounds.
    • Zombie death animations now play correctly.
    • Zombies fall to the ground before disappearing.
  • CinematicZone Script: Various bug fixes applied.
  • Cinematic Triggers & Animations: Fixed triggers and animation playback issues.
  • Mission System: Corrected checking of open missions for success or failure.

:gear: Updating Your Projects

After updating the editor, use the project conversion system to update any existing demo projects. If you don’t have a project yet, you can create a new one.

Here’s a preview of the conversion feature:

In the demo game you will find this which will launch a very simple little cinematic :

4 Likes

You are on fire my friend!

1 Like

Congrats on the release! I really need to spend some time with your editor, it looks amazing :slight_smile:

1 Like

Thank you. Do not hesitate, you are welcome.
Your feedback would be very useful to me. :slightly_smiling_face:

3 Likes

@Dad72 Your “Test Online” link is broken at https://realm-crafting.com/

@satguru Thank you for pointing it out to me. I fixed it.
I would update the online version to 1.5 soon.

2 Likes

Hi,

I have some news! Version 1.6 has progressed really well. Here’s what’s new so far:

  • Shadows have been added both in the demo and the editor, enhancing the visual depth of the scenes.
  • Cutscenes now allow you to enter your own title when creating them, making organization easier.
  • Quest Editor improvements: you can now rearrange the order of quests to control the progression flow.
  • Game options for testing are more complete: Automatic scene optimization can be enabled, and you can test the game in Invincible mode.
  • Script Editor enhancements: when you edit a script, it automatically switches to your personal version. This ensures that updates won’t overwrite your modifications.
  • New Storyboard Editor: define cinematics and quests, and specify which cutscenes are triggered as the player progresses. This gives a clear overview of the game flow. (see image below)
  • Theme Editor finalized: create as many custom themes as you want, with three default themes included. (see images below)

Next steps for 1.6: adding more behavior scripts to extend the editor’s capabilities and improve gameplay interactions.




5 Likes

:rocket: Realm-Crafting v1.6.0 is out!

I’m happy to announce the release of Realm-Crafting v1.6.0 :tada:
This update brings several improvements, new tools, and important quality-of-life changes.

:sparkles: What’s new in 1.6.0

:one: Shadows support
Shadows have been added both in the demo and in the editor, enhancing scene depth and overall visual quality :new_moon::sparkles:

:two: Cutscene titles
You can now define a custom title when creating a cutscene, making your projects easier to organize :clapper_board:

:three: Quest Editor improvements
Quests can now be reordered, allowing better control over progression flow :compass:

:four: Improved testing options
Game testing options are now more complete:

  • Automatic scene optimization
  • Invincible mode for testing :shield:

:five: Script Editor safety improvement
When editing a script, the editor automatically switches to your personal version.
This ensures that future updates will never overwrite your modifications :locked:

:six: New Storyboard Editor
Define cinematics and quests, and decide which cutscenes are triggered as the player progresses.
This editor provides a clear and global overview of your game flow :film_frames:

:seven: Theme Editor finalized
Create as many custom themes as you want :artist_palette:
Three default themes are included out of the box.

:eight: New behavior scripts
:plus: 25 additional behavior scripts have been added (currently for testing purposes)


:crystal_ball: What about the next version?

The next update will introduce major but necessary changes.
It will be released as Realm-Crafting 2.0.

:puzzle_piece: Project Manager redesign

The Project Manager will be redesigned with a new “Demo” tab.

Currently, only one demo exists, with a horror theme.
This makes it difficult to showcase all the editor’s possibilities in a single project.

The new Demo tab will later include several small demos, each with:

  • Different themes
  • Different use cases
  • Clear, focused examples of what the editor can do

:package: Installation & update system improvements

I also plan to rework the installation and update system.

Currently, the publisher relies on 4 separate Git repositories, which is difficult to maintain.
The goal for 2.0 is to simplify this to 2 repositories:

  • :brain: Editor repository (editor, client, scripts)
  • :artist_palette: Assets repository (models, sounds, textures, etc.)

:counterclockwise_arrows_button: Updates will only download the Editor repository
:inbox_tray: Installation will install both Editor + Assets repositories


:bullseye: Why these changes matter

These improvements will:

  • Simplify installation and updates
  • Make the editor easier to understand for new users
  • Provide a more complete out-of-the-box experience

Currently, only a small part of the asset library is installed by default, which may give the impression that there are few models available.
Additional assets can already be downloaded via the menu, but this is not very visible.

:backhand_index_pointing_right: All of this will be clarified and improved in version 2.0.
Subsequently, several demos directly accessible from the Project Manager. The existing demo will switch to this Demo tab


Thanks for your support,
and see you soon!

3 Likes

:rocket: Realm-Crafting v2.0.0 is out!

I’m happy to announce the release of Realm-Crafting v2.0.0 :tada:
This version marks a major milestone for the project, with deep structural changes and many long-term improvements.


:warning: Important note — please read

This update is NOT compatible with versions 1.6 or lower.
You will need to redownload version 2.0 and perform a clean installation.

Why?

  • The project has been fully reorganized
  • I merged four separate repositories into a single one
  • The editor is now completed dynamically from the Realm-Crafting server (assets, demos, files)

:sparkles: What’s new in version 2.0

Here are the main changes and improvements:

  • :globe_with_meridians: The website has been fully redesigned and updated
  • :technologist: The online editor has been updated to version 2.0
  • :open_file_folder: The Project Manager now includes a new Demo tab to manage multiple demo projects
  • :package: The editor installation is now handled from a single repository
  • :down_arrow: Assets and demos are completed directly from the website
  • :repeat_button: The update system no longer relies on multiple repositories
  • :toolbox: The editor now uses BabylonJS Inspector v2
  • :video_game: The online demo version displays all demos by default
  • :books: The editor library is now fully available at installation
  • :test_tube: No additional downloads are required after install (editor & online version)
  • :new_button: New projects are now created empty by default
  • :bookmark_tabs: Demos are managed in a dedicated Demo tab
  • :clipboard: Demos can be copied to create personal projects
  • :locked: Original demos are read-only (consultation only)
  • :page_facing_up: A new manifest-based system handles installation and updates
  • :receipt: Changelog management is now unified in a single file
  • :building_construction: Project structure and update logic have been redesigned for long-term maintainability
  • :hammer_and_wrench: Various small fixes across different editors
  • :fox: Firefox is now fully supported, alongside:
    Chrome, Opera, Edge, Brave, and Safari

You can see the new site:

And version 2 of the online editor (still read-only but with the full game) :

:blue_heart: This version lays the foundation for everything coming next.
Thank you all for following and supporting Realm-Crafting!

6 Likes

You are so productive! Amazing milestone, congrats!

1 Like

I’ve made great progress on the “Path” tool for the terrain editor! :herb::railway_track:

This is something I tried to implement a while ago but didn’t succeed… I kept working on it, and now I finally got a really cool result! :grinning_face_with_smiling_eyes:

What this tool does:

:one: Draw your path – Activate path creation and draw a spline. Blue spheres appear along the curve to serve as selection handles for later editing.

:two: Set path parameters – Choose the texture, width, and other settings, then create the path.

:three: Background calculation – Behind the scenes, the tool “paints” the path with an animation that simulates brush strokes (not visible directly).

:four: Update terrain – At the end of the animation, the terrain texture is updated to form your path.

:five: Edit the path – If the curve isn’t perfect, select a handle (blue sphere) and click “create path” again. The tool recalculates and updates the terrain texture with the new path.

:sparkles: Extra magic: If your path crosses grass, trees, or rocks, the animated brush automatically removes these obstacles based on the distance you set in the parameters. :deciduous_tree::cross_mark:

This tool is really fun to use, and I finally got the result I wanted! It was tricky to develop :sweat_smile:, but it completes the terrain editor, which is now super powerful and versatile.

Instead of just describing it, I’ve made a 1-minute video showing the tool in action :movie_camera:. You can see the path creation, editing, and terrain update in real time.

There are still some small details to polish, but the core functionality works perfectly, as the video shows. :rocket:

11 Likes

:rocket: Version 2.2 is Now Available!

I’m happy to announce that Version 2.2 is officially released!
Here’s what’s new in this update:


:wrench: Improvements & Fixes

  • :card_index_dividers: [Project Manager] Disabled project actions now display a proper tooltip message in Demo mode.
  • :clapper_board: [Game Client] Cinematic zone markers now dynamically adjust their height based on camera distance.
  • :globe_showing_europe_africa: [Game Client] Fixed terrain texture loading issues.
  • :speaker_high_volume: [Game Client] Fixed spatial sounds — zombies now correctly play all sounds according to their world position.
  • :gear: [Engine] Updated the engine to the latest version of BabylonJS.

:new_button: New Feature

  • :shuffle_tracks_button: [Game Editor] Added a new Multidirectional Logic GameElement
    → Connect multiple objects from a single source
    → Works like a logic router for more advanced setups

Here’s a small preview of the multidirectional connection feature:


:brain: New Content

  • :video_game: 20 new behavior scripts have been added to expand gameplay possibilities.

:soon_arrow: What’s Next? (Version 2.3)

For Version 2.3, the goal is to create an additional demo to properly test and validate everything — especially the new scripts — and consolidate all improvements made since version 2.0.


:hammer_and_wrench: Community Feedback Needed

If you encounter any issues, please let me know.
I need a few testers to help identify problems and edge cases.

Your feedback will directly help improve the editor and the games it generates.

Thank you in advance for your support :folded_hands:

7 Likes

:rocket: [Release] Realm-Crafting v2.4.0

The new v2.4.0 brings major improvements, fixes, and new features!

:light_bulb: Tip: It is recommended to start with a fresh installation of the editor. This new version comes with an installer that will automatically download the Apache server, install it, configure it, and launch the editor — no manual steps required like in previous versions.

:high_voltage: Major Fixes

  • :hammer_and_wrench: Fully automated Realm-Crafting launch: UniServerZero server is now dynamically downloaded, configured, and started automatically — no manual setup needed.
  • :globe_showing_europe_africa: Objects could not be added when no terrain was defined — fixed.
  • :counterclockwise_arrows_button: Fixed an issue where some variables were not reset when adding objects without terrain, preventing various errors.

:building_construction: Level Editor & Project Manager

  • :wrench: Added flipFaces option: invert normals for objects without thickness to allow collisions from the inside.
  • :deciduous_tree: [Engine] Trees and rocks (instances) now render correctly in the Project Manager preview textures.
  • :camera: Preview textures now use a temporary camera positioned closer to the player spawn.
  • :card_index_dividers: Project Manager tabs renamed to “My Projects” and “Demo Projects” for clarity.
  • :bullseye: When loading the level editor, the camera now starts near the player’s spawn marker if it exists.
  • :straight_ruler: Level editor grid is slightly raised above horizon for better visibility on flat terrain.
  • :computer_mouse: Improved selection system: camera inside buildings can no longer accidentally select the building.

:video_game: Gameplay / Scripts

  • :robot: Added CharacterAttack script: NPCs can patrol paths and shoot the player when in range.
  • :artist_palette: Visual markers triggering cutscenes now display gradient textures (yellow → transparent) and have been optimized.

:paintbrush: Graphics & Rendering

  • :framed_picture: Added Cartoon rendering mode for scenes.
  • :scissors: Added ability to select submeshes of objects.
  • :rocket: Scene loading for both game and editor has been rewritten for better performance and maintainability.
2 Likes

:rocket: Realm-Crafting Editor v2.5 is out!

Hi everyone,

Version 2.5 of the editor is now available!
This update brings several new features, improvements, and fixes, along with the beginning of a new sci-fi demo (still in progress).

:sparkles: Features

  • Added a new sci-fi themed demo (still under development)
  • You can now import your own characters (any type, currently without animations)
  • Added an animation retargeting system in the character editor (I haven’t tested this part, there may still be things to correct here)
    → Apply existing animations to any character type
  • Added ambient music support for all scenes
  • Introduced a cluster lighting system to group multiple light sources and improve performance

:gear: Improvements

  • Improved the 3D object selection system (faster and more optimized)
  • Project Manager update:
    → Project/demo selection is now automatic when clicking “Open” or “Statistics”
    (Single-click / double-click still works as before)

:hammer_and_wrench: Engine Update

  • Updated renderer to Babylon.js 9+

:lady_beetle: Fixes

  • Fixed hierarchy reconstruction when loading scenes
    → Parent-child relationships are now correctly applied after full loading
  • Fixed an issue where flipFaces was not correctly applied after reload
  • Fixed unintended recording of some additional data
  • The editor loaded in a loop when no objects were created yet.
  • If no terrain was created in the terrain editor, switching between panels could display items that should not be displayed.
  • [ProjetManager] The calculation of the statistics was not correct; The extensions with capital letters was not counted

The sci-fi demo is not finished yet, but it already shows a simple scene setup without terrain. More content will be added soon.

Next update will take more time due to personal projects, (Complete redesign of my office all in solid oak) but development continues.

As always, feedback is welcome :slightly_smiling_face:

6 Likes

I have added for the next version a height map editor to create the terrains.

Just select in the palette from black to white in gradient. The whiter it is, the higher the elevations. This editor shows the result in real time.

Here is the result in pictures:

4 Likes

I improved the Heightmap editor with:

  1. Load heightmaps from the existing and the one you would create to edit them.

  1. I also added the possibility to draw with a square brush.

  1. To generate the texture, I added the ability to enter a name as you see fit rather than generating a name in increments as I had done before.

  1. And finally, I added a reset button to reset and thus recreate a new heigtmap if needed.

I already have ideas for future improvement to create a texture mixer in the 3d preview taking into account the different elevations. Maybe also add an undo/redo. And be able to generate a heigtmap from the 3d terrain after sculpting it with the sculpting tools. But that will be for a future version.

You can try it here. I made an online version to download the result :

See you soon.

2 Likes

dude! this is excellent! keep rocking!

1 Like

After 2 years of developing my game editor — including 1 year of public updates — I’ve decided it’s time for me to shift focus and start building my own game using it.

From now on, public updates will be frozen at version 2.6, which will be released in the coming days.

Why this change ?

I’ve realized that developing a full game editor while also trying to build and maintain a community alone is extremely exhausting mentally, especially with very little feedback on my forum.

Instead of trying to build a fully generic editor for hypothetical future users, I will now focus on developing the features I personally need to create a complete and meaningful game experience.

In other words, I’m refocusing on the original reason I started this project: to build my own game.

The project is not stopping. I still enjoy sharing what I create, so I will continue posting progress related to my game in a new topic titled:
[Game] Azura Gate – With Realm-Crafting Editor

What changes is that I no longer want to put pressure on myself with constant public updates or release cycles. When I reach a playable stage of the game, I will share it, and future updates will focus on the game itself rather than the editor.

Thank you to everyone who has followed the project, silently or actively, over the past year.

This is a new page for me.

5 Likes

I love that change, This is the best way to go. Eat your own dogfood!

1 Like