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3D loading: document Tier-2 material features (texture filter, unlit, alpha cutout, emissive)
3D wiki: use modern named-import API style (level.load / loader / game.world) instead of the legacy me.* namespace
3D wiki: reformat support tables to feature → ✅/❌ + notes; correct glTF transparency/tangents accuracy
3D lighting docs: Light3d is now a world Renderable (like Light2d) — drop LightingEnvironment; add in-game day/night manipulation example
3D docs: glTF node animation (GLTFModel) + external textures/buffers + texture wrap; Sprite-aligned play/pause/stop
Document glTF material colors + correct lighting status - 3D-Loading-glTF-and-GLB-Scenes: add Materials & colors (baseColorFactor + vertex colors COLOR_0); getGLTF descriptor now lists lights/normals/colors; correct the limitations note (directional lighting supported; no transparency/ animation yet). - 3D-Loading-and-Supported-Assets: lighting section now reflects directional Light3d/LightingEnvironment support.
Document glTF mesh lighting (Light3d / LightingEnvironment) + drop engine name-drops - 3D-Loading-glTF-and-GLB-Scenes: add a Lighting section — auto-loaded directional lights from KHR_lights_punctual, Light3d/LightingEnvironment scripting, mesh.lit / lit batcher, support matrix, lux/ambient notes. - Working-in-3D: reword the mesh-pivot note to drop external-engine names.
Document glTF level-director API + mesh pivot/anchor (19.8) - 3D-Loading-glTF-and-GLB-Scenes: lead with me.level.load(scene, {scale, rightHanded, onLoaded}); options table; per-node center-split notes; getGLTF demoted to inspection path; note glTF requires melonJS 19.8+. - Working-in-3D: add 'Pivot — a mesh transforms about its local origin (0,0,0)' under Meshes, with applyAnchorTransform + glTF/Three.js/pixi3d framing.
Split "Working in 3D" into a hub + focused subpages Working in 3D had grown into one long page. Split it into a landing hub (general concepts: opt-in, conventions, camera, meshes, follow) plus dedicated pages, and link them from Home: - 3D Loading and Supported Assets (OBJ/MTL + support/limitations matrices) - 3D Loading glTF and GLB Scenes (Blender-authored scene import) - 3D Spatial Queries (sphere / ray / frustum) - 2.5D Games (Paper Mario-style recipe)