Developing offline with the engine-only (https://github.com/playcanvas/engine) is obviously an option, but I wouldn't hold your breath for an offline editor.
Developing offline with the engine-only (https://github.com/playcanvas/engine) is obviously an option, but I wouldn't hold your breath for an offline editor.
We're not too far away from SIMD, Atomics and SharedArrayBuffer as well as OffscreenCanvas in the browser (they're all available behind experimental flags today). I can definitely see a newcomer building a web engine from the ground up and beating Unity/UE4 in performance AND productivity for not having their overhead. Its a huge undertaking but nothing impossible.
What I missed the most doing WebGL work however were asset pipelines. Open-source engines barely support DXT compression, normalized integers and whatnot. We ended up writing our own (very crude) CLI tool to compress DXT1/5, ETC1 and PVRTC as well as a KTX parser to load them at runtime. I'll see if I can make them open-source - they're still a bit tied to our custom in-house webgl renderer.
I don't use web editors for 3d so I have no idea, just curious.
PlayCanvas is a game engine (in the style of Unity/Unreal)
To put it another way. You build your 3D assets in Clara and import them into PlayCanvas to add interactivity.
https://conundrum.fun/
Seeing some of the other comments reminded me that most of the work went into trimming the word lists so that it wasn't rude or randomly impossibly difficult.