Defold and 3D Support - Discussion

Well, I personally think that 3D support is little decent (Well, at least to enhance 2D games in impressive way).

Now it may be difficult to import 3D models to Defold without many hassles, unless I export them as pre-rendered sprites (Can be cumbersome… But, could be the best solution) or as COLLADA file.

Still, there are some limitations to workaround…? Perhaps extensions could solve?

2d + 3d = :crazy_face:

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Pretty sure you could make a fairly simple little 3D game in Defold:


This is imported from the Sketchfab source and has game objects for all the elements. Build… collision… play :slight_smile:

CC Source: quaternius - Sketchfab

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“Paper” 3D
In the editor:


Runtime:

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Try it here:

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Same here.

If Defold is “ultimate game engine for Web and mobile”, it should enhance 3D support to beat three.js/Babylonjs but not Unity/UE.

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Welcome @soplwang !

The list of changes regarding better 3D support since that discussion is already very, very long, so we’re getting there, closer and closer! :wink:

Just to mention, there was a whole new Mesh component introduced that you can create and manipulate in runtime, there were many camera improvements Editor and Engine wise, Editor got way better performance for displaying large 3D scenes (especially in the latest beta), Grid Settings in Editor allow you to finally make it in other planes, Editor Scripts and UI was introduced for Editor customisation for any kind of projects, there is a PBR extension, there is Vulkan backend support, there is open source BRDF rendering example, @Dragosha is polishing and updating the powerful Lights and Shadows, there are many other 3D examples, assets and extensions and most importantly, devs pick up Defold to make 3D games with it more and more! :wink:

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Yes! That’s true. I like Defold very much!

I’m from three.js background and deep hope of Defold has built-in lights and shadows (w/ editing). :smile:

Defold may be the best production ready and viable WASM-based 3d/2d game engine (optimized for Web).

This could be tackled with external (to Defold) tools, assets, and/or editor scripts.
Essential complexities such as shader and render code are not hidden behind an API.
I believe that this means higher level ideas such as lights and shadows will/should not be build into Defold.
This is an interesting talk on complexity in software development: https://www.youtube.com/watch?v=Cum5uN2634o

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This is what we feel as well. We are currently (slowly) adding better support for data driven file formats, that will allow us to better have custom data for different solutions, such as lights. E.g. what properties a “light” has, may vary very much between different projects, so we want to make it flexible to support that.
At the same time, we also want to make it easy to “just add” the support by adding an extension dependency, and we would help set it up so that it “just works”. That’s the goal at least.

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Looks good to me.

Complexity can’t be eliminated, just moved (to users). We just can eliminate COMPLICATED. If Defold is a 3d-capable game engine but can’t beat three.js (a pure js render engine) out of box, seems strange.

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I agree that there should be a default light system for defold, but it’s very important that we design it in a way that we can avoid feature creep and bloat.

I am currently writing on a “things I’d like to work on 2026” list, and light components and a plugin-based light system for defold is high on that list. I have many ideas what to work on in this space, but it will have to go through discussions, decisions and design before any code is written :slight_smile:

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