Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .
What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.
Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...
the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.
There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.
offscreen checks are difficult if you're using perspective projection, just give them a timer.