Code Review or Architectural Advice #194668
Replies: 2 comments
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Hi @wonderingtribe! 👋 That sounds like an awesome engineering project. You can definitely achieve this by building a centralized asset optimization pipeline using glTF-Transform. Since you need to maintain consistency across both engines, here is the basic workflow framework you would use to make it happen: 1.Leverage glTF extras: Store your custom NPC scripts and hierarchy metadata inside the extras object of your glTF nodes, as standard optimization steps won't strip these out. 2.Build a Headless Service: Set up a lightweight Node.js server (using Express) running @gltf-transform/core and @gltf-transform/functions. 3.Run Optimization Passes: Have your server programmatically run passes like dedup() and prune() whenever an asset is requested or uploaded. 4.Stream to Runtimes: Serve the finalized, compressed GLB files directly to PlayCanvas and WebGL Studio, ensuring both client-side loaders are configured to read the extras field. |
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Hey @wonderingtribe, This is a big task for someone who has never coded before, but it's doable with some planning. The short answerYes, you can build a headless glTF optimization service. The key is using the The basic flow
For a beginnerStart small:
Your site at dreammakerhub.website shows real effort. Keep going, and good luck. |
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🏷️ Discussion Type
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💬 Feature/Topic Area
https://github.com/AI-WonderLand1/psychic-octo-fishstick
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I'm looking for an efficient pipeline to stream assets (NPCs, environments, and scenes) between PlayCanvas and WebGL Studio. I'm using glTF-Transform for server-side optimization. How can I ensure that metadata (like NPC scripts or custom properties) and scene hierarchies remain consistent when moving between these two engines? Has anyone implemented a 'headless' glTF optimization service that serves both? here's my site its not fully done yet only been me and idk couple months, https://dreammakerhub.website/homepage , please anything would be nice I've never coded before thank you.
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