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Not actually. it's an entity-component three.js framework at the end of the day, even though it offers easy entry on the surface. Same pattern as Unity. Here's
by ngokevin 9y ago
Not actually. it's an entity-component three.js framework at the end of the day, even though it offers easy entry on the surface. Same pattern as Unity.
Here's pretty much Tilt Brush built with A-Frame: https://github.com/aframevr/a-painter/ https://github.com/aframevr/a-painter/ , and Google Creative Labs just released a piece using it: https://experiments.withgoogle.com/webvr/inside-music/view/ https://experiments.withgoogle.com/webvr/inside-music/view/
- viridian 9y agoThe unity thing is sort of what I was trying to describe. Game maker is much the same, where GML functions much in the same way as C++ with a custom framework centered around entity and collision management, but most newbies won't use that, instead they use the very user friendly action and response controls. I know unity had something similar in playmaker. I guess my point was just that those user friendly build options will often end up as design capability caps people run into eventually.
- ngokevin 9y agoThat's fair. I mentioned Unity not much about Unity's UI, but about the core pattern. I was mostly honing in on the restrictive part since A-Frame was designed to have no restrictions and permissionless extensibility. Advanced users use A-Frame's underlying framework to build advanced applications mostly in JavaScript land. But as is nature, there will be more novice users than advanced.
- moron4hire 9y agoUnity's value prop is not that it uses an Entity-Component architecture, it's that it has a comprehensive asset pipeline and relatively accessible editors for it. EC is just trendy in gamedev. There are lots of other ways to build software.