Well, my advice might not be the best, since I'm asking for some guidance as well, but in my experience it is best to go in with an advantage when you are just starting out. Rather than trying to learn how to develop games and the techniques involved, and a new language, and a new engine, I'd try to keep it a bit simpler at first. Since you're familiar with web languages, there are engines built around them (ex: http://www.babylonjs.com/) that will allow you to leverage what you do know while you learn to make games and the ins and outs of the different editors/frameworks.
There is a lot to learn, and the goal is to make that as fun and see some progress rather than trying to scale a huge indomitable wall.
Also, when people give advice on making small little games while you learn instead of your grand masterpiece, it really is good advice. It can be hard to discipline yourself and not spring for the sky, but starting small and working your way up to larger games is probably the best advice you'll ever get.
So, I'm gonna to risk myself
I would recommend BabylonJS for some reasons coming below. Here's a little pros for each of them:
ThreeJS is (imo) more low-level API than Babylon, so you need more time to do simple things, but you can do your logic your way.
Babylon come with an export plugins for (almost) all 3D software, which is awesome. This is painful with ThreeJS (good luck with this when you want a 3D animated character).
ThreeJS come with the simple things inside (no extra stuff) this is a + and a -. Babylon come with Inputs/Gamepad and more "game logic" inside, which can be useful or wasted.
ThreeJS has a larger community, is more "active", but like "jQuery" there is a lot of "nasty things" Babylon's samples are mainly made by it's creator, but all is open source. Also, to me these examples are most awesome.
I tried few times both, and I prefer Babylon because its logic seem to me "better", and the best is export plugins. Also the performances of Babylon is really impressive (without tricky hack I mean), but if you have to go deeper inside Babylon's components, it'll be harder than with ThreeJS.
Here is the link http://www.babylonjs.com/ Look at Sponza, and the Train.
Not much experience, but Im pretty quick on the uptake. I want to be able to move around the rain drops producing an event similar to octree 8000 spheres on http://www.babylonjs.com/. That is the initial effect I'm looking for. Ultimately I want some of the raindrops to contain links that i can click on, similar to something like this. I understand the complexities involved in a project like this, I would just like to be pointed in the right direction.
hi
thanks
Thank you for your feedback, I will try to answer the best I can.
BuildOurOwnBabylonJs is a project created by a member of the community, and added in the main branch. It's not part of the engine itself, but can be used to build a custom version of the engine.
There are two main exporters : the first one is a plugin for Blender (cross-platform, open source, plugin written in python) and the second one is a 3DSMax plugin (for obvious reasons, as it is one of the main tool used in the game industry - max script, in beta version currently). Others exporters are here for specific platforms, like the one written in C# for Windows.
Indeed, the system lacks a make system to create customs versions of the engine, but it can be used as is (like Three.js for example).
> And the demo page has a collection of IE11-only demos: http://www.babylonjs.com/
These demos seems to work fine in Chrome, but sadly I don't have any Occulus to test. I will check why these demos are labelled IE11 only.
Anyway, if you want to contribute, feel free to do it in JS or in typescript. Try to check the forum http://www.html5gamedevs.com/forum/16-babylonjs/, the community is very reactive.
oh thanks, I assumed they stepped away from the Turbulenz model and forced the dev's to work in their environment.
Btw do you see any serious advantages to this engine over lets say http://www.babylonjs.com/ or http://www.goocreate.com ?
Check out http://race.assassinscreedpirates.com/ , it uses BabylonJS (http://www.babylonjs.com/), which is a complete WebGL-based game engine licensed under an Apache license.
Note: I'm in no way affiliated with BabylonJS. I just thought it is really, really cool. I mean, check out the demos, for cryin' out loud :D
wow this babylon.js library is awesome! http://www.babylonjs.com/ it has rift support via driver, if the scene includes the rift camera... off to see if i can get hill valley working....
edit: rift demos are at the bottom, no headtracking for me yet, going to see why...