# Does Defold plan on expanding the very limited 3d support?

**URL:** <https://forum.defold.com/t/does-defold-plan-on-expanding-the-very-limited-3d-support/71995>\
**Category:** Questions\
**Created:** [November 2, 2022, 9:31pm UTC](https://forum.defold.com/t/does-defold-plan-on-expanding-the-very-limited-3d-support/71995 "2022-11-02T21:31:52Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Alex\_8BitSkull](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/alex_8bitskull/32/5424_2.png) [@Alex\_8BitSkull](https://forum.defold.com/u/Alex_8BitSkull)\
**Post date:** [November 3, 2022, 1:51am UTC](https://forum.defold.com/t/does-defold-plan-on-expanding-the-very-limited-3d-support/71995/3 "2022-11-03T01:51:10Z")

</div>

Well aren’t you charming! I somehow doubt anything is good enough for you, but for the benefit of others that are reading I’ll respond anyway.

Here’s a post talking about the plans for 2022, heavily skewed towards enhancing 3D features:

> **[New features - Defold in 2021 - Retrospective and plans for the future](https://defold.com/2022/01/24/Retrospective-and-plans-for-the-future/#new-features-1)**
>
> Creating a one year roadmap for something as complex as a game engine is no easy task. Not only does a game engine span many different technologies and systems but it also does not exist in a vacuum. The platforms on which game engines and other...

Note the section describing the intent not to directly compete with Unity or Godot when it comes to 3D features.

3D support is discussed in depth here, with later posts showcasing some examples of Defold’s 3D capabilities:

> [@Defold and 3D Support - Discussion](https://forum.defold.com/t/defold-and-3d-support-discussion/68581):
>
> (Note: the general consensus on Defold and 3D is not exactly as I propose in this thread’s initial post. Please read through the comments as well if you are using this thread as a means to decide to use Defold for a 3D game.) Hi there, I recently received the official Nerd badge and figured now would be a reasonable time to bring up my thoughts on Defold and 3D support: [Capture] It is often stated that Defold is not meant to compete with other engines which focus more heavily on building 3D…

Some community work and examples:

> [@TrenchFold — TrenchBroom extension for Defold](https://forum.defold.com/t/trenchbroom-extension-for-defold/71284):
>
> [https://user-images.githubusercontent.com/4752473/179576684-bea03ccb-0b52-4346-819a-927e4d5d3c0e.jpg](https://user-images.githubusercontent.com/4752473/179576684-bea03ccb-0b52-4346-819a-927e4d5d3c0e.jpg) As promised, I’m sharing something very special. I’m sure those who are nostalgic for the old level editors are going to get excited… nerd_faceOverview This is a kit of game configuration files and importing scripts to design your level with [TrenchBroom](https://trenchbroom.github.io/) and export it to [Defold](https://defold.com/) as the collection. TrenchBroom was originally created to design Quake-format levels, but thanks to its flexible gam…

> [@Illumination — Ready-to-use forward shading lighting for 3D games](https://forum.defold.com/t/illumination-ready-to-use-forward-shading-lighting-for-3d-games/71465):
>
> [[logo]](https://github.com/astrochili/defold-illumination/)Overview This extension contains ready-to-use forward shading lighting for 3D games made with Defold. Just set the provided material to your mesh and place light sources on the scene. Technically it supports about ~200 light sources, but the performance limit is about 20-30 sources at the moment. Need to implement [clustered forward shading](https://github.com/astrochili/defold-illumination/issues/1) to get a valuable performance boost. All the lighting data passed to the shader program as the texture, so it doesn’t use a render script. …

> [@Shadow map for point light](https://forum.defold.com/t/shadow-map-for-point-light/70416):
>
> Some experiments: [https://github.com/abadonna/defold-point-light](https://github.com/abadonna/defold-point-light) Rendering to cubemap is usually used to implement omnidirectional shadows, but as we don’t have such render target in Defold, here is a bit different approach - rendering all cube map faces to an ordinary 2D texture.

---

_[View the full topic](https://forum.defold.com/t/does-defold-plan-on-expanding-the-very-limited-3d-support/71995)._
