For 3D gamedev
- Dynamic mesh creation / modification. I want to be able to generate meshes based on scripts, modify them, set their materials, define their texture uvs and so on. This could allow us to generate terrain on the fly for example.
- Mesh based physics collision generator. Or better 3D collision tools in general… the basic shapes we have access to are not useful enough for real 3D scenes. Defold is using bulletphysics for 3D physics and there must be some features it has that would be useful for this. I want to make a lot of 3D prototypes that don’t seem possible right now because I’m stuck with using boxes for surfaces.
- Better 3D viewport in the editor. My ideal one would be similar to Modo. The current viewport has nowhere near the quality of life tools needed for editing 3D scenes.
Those three alone are obviously a lot to ask for…
There’s more too like:
There doesn’t seem to be many of the optimizations other 3D engines have because Defold is so geared toward 2D production. Some of the features like particlefx sprites need to be able to face the camera, but there’s no way to do that they always face a single direction only.
There’s no standard shading/lighting model. Something standard as a baseline would be nice. There’s no way to set global shader variables. There’s no way to send array data to shaders.
Currently 3D collision objects are missing in the viewport.
There’s a bug with 3D collision objects where they do not always end up where they are placed in the editor. I’ve made an issue and included a sample project where it happens.
If I were you I would survey other developers who use 3D engines and ask them what features they would need that Defold lacks.