VXLverse: A 3D World Builder - Coming Soon and Seeking Feedback

VXLverse is a software platform currently under development that combines the power of 3D creation geometries with the engaging elements of RPG games. While not yet fully ready for release, this project aims to empower users to effortlessly create immersive worlds, complete with customizable characters, dialogues, NPCs, Quests, and much more.

As the developer behind VXLverse, I am excited to share my progress with the community and would greatly appreciate any feedback, suggestions, or ideas for improvement. Your valuable input will help shape the future of this revolutionary platform, ensuring that it becomes an even more powerful and versatile tool for 3D modeling and gaming enthusiasts.

Please join me on this exciting journey by visiting http://vxlverse.com/ to get a glimpse of VXLverse’s potential, and don’t hesitate to share your thoughts and ideas to help refine and enhance this groundbreaking project. Together, we can bring the vision of VXLverse to life, transforming the landscape of 3D world creation and interactive storytelling.


It’s an interesting project. Somewhat similar to the Three.js Editor. Is this intentional or a coincidence?

Maybe it is good to have some tutorial, otherwise users might be lost. I tried creating some elements, but I didn’t find how to define the game-ish interaction.

A bit of feedback:

  • add possibility to define custom beahviour of agents with user-defined scripts
  • add VR mode for those game designers that want to be in their games while designing them
  • make the UI responsive – currently when the window is resized, the right-side panel got clipped.


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Thank you for your feedback on my project and for noticing its similarity to the Three.js Editor. The resemblance is indeed intentional, as i aimed to create a clean and straightforward interface, taking inspiration from the Three.js Editor to ensure a user-friendly experience.

I appreciate your suggestions and have noted them down:

As for the game-ish interactions, I am currently working on that aspect of the project. I understand that it’s an essential feature for users, and i’m striving to deliver it as soon as possible. In the meantime, i’ll also look into creating a tutorial to help guide users through the platform more effectively.

Thank you once again for your valuable input, as it helps me improve the platform and provide a better experience for users.

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A few things you might want to add:

  • Selection tool (drag to multiselect)
  • Allow the use of a scene graph, meaning objects/nodes can be children of nodes.
  • Some nodes have more configuration or drag-handles than others (currently lights cannot be configured, spotlight doesn’t work at all)

From an architectural perspective, I would recommend allow binding the transform-controls to any Object3D instance. For example, a spotlight and directional light both have target “nodes” that the user should be able to drag as well.This issue would solve itself automatically if the “Select scene” would represent the actual scene graph.

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Thank you for your suggestions, especially regarding the scene graph, which will be a useful tool for managing and organizing objects in the scene.
i will add it to backlog to implement them they are super helpfull

excellent threejs editor, we look forward to using it soon, can we export the coordinates, orientation and scale of the assets within the editor in JSON file (so we can transfer the gltf coordinates in a threejs game engine)?

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Thank you for your interest in my project! I’m glad to hear that you’re looking forward to using it.

To answer your question, yes, you can export the coordinates, orientation, and scale of the assets within the editor in a JSON file format. Currently, you can download a zip file that contains a gameconf.json file from the menu File-> export

In this JSON file, the “nodes” array contains information about each asset in the scene, including the asset’s name, position, rotation, scale, scene, and type. The position, rotation, and scale values are represented as arrays of three numbers each, which correspond to the x, y, and z coordinates of the asset.

I hope this answers your question. If you have any further questions or concerns, please don’t hesitate to let me know!

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