Nope, not working on a plugin. I am just unsing ThreeJS for some stuff. I am just curious how far someone could get in combination with C2 / C3.
Why Babylon3D over ThreeJS ? Performance ?
>cjbruce: Why are "arrays" a bottleneck ? As far as i know, "Panda 2" is able to combine its 2D with threeJS.
It has been a few years since I used Q3D, but I believe the array/picking question became apparent to me when the old Babylon3d plugin for Construct 2 was released in late 2016. At that point both Q3D and the babylon3d plugin were available, and we could make a direct comparison between two different approaches to picking objects that had nothing to do with the three.js vs babylon3d question, rather with the integration with C2:
In the Q3D (three.js) plugin suite, arrays and picking are done using Construct 2's built-in events. If I recall correctly, QuaziGNRLnose put in a significant amount of work on this, and it worked beautifully.
In the babylon3d plugin suite, the author used babylon3d arrays, which are much quicker to implement and are theoretically more performant, but this required creating a separate plugin called something like "mesharray" where you put groups of meshes. This was distinct from a "mesh object". It was very confusing as to when you would use a mesharray or a mesh.
The issue isn't with the underlying engine (babylon3d or three.js). The difficulty arises in the design decision of whether or not you want to follow Construct's array/picking scheme, or if you want to invent your own. My vote is to use Construct's scheme, as this makes it MUCH easier to use for people who are used to the way picking works in Construct.
QuaziGNRLnose, is my above summary mostly correct?