Replies: 2 comments 4 replies
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The whole point about making a game engine is to reinvent the wheel, at least to an extent. While basing the editor on blender has its own advantages, there are other concerns: what about licensing, performance, customization, extensibility? Also, blender is designed to be a 3D modeling software. Bevy instead needs a game engine editor with its own sets of features that blender will never support. The only useful things that blender can do out of the box for an editor is a world viewport, mouse picking and keyboard shortcuts (and maybe something else that I didn't think about). Everything else must be done from scratch, probably with many headaches caused by how the blender API is designed. |
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I don't think it's a good idea, since by creating our own editor we'll be able to extract all potential of Bevy as an engine. Also, the Bevy Editor is a good case to test our own crates, like UI, Assets and such. |
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A lot of game engines such as Godot and Unity comes with a gui game editor.
I understand Bevy has a roadmap to design such a gui game engine editor, however already somebody has made an exporter addon for Blender which is
blender_bevy_toolkit
which exports to Bevy which is close to a gui game engine editor.Rather than "reinventing the wheel" why not instead continue to support this addon and continue to improve it instead of making a whole different gui game engine editor for Bevy?
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