.glb) to create games.
To build a game with as little issues as possible, you should focus on creating as much content as possible in Blender. That way, Default Cube will be able to properly swap and dispose whichever assets you serve it.
Note: You can still use basic Three.js API to generate meshes and objects - but you should remember to manually dispose them. Otherwise you may start encountering memory leaks.
Views & Scenes
It should be easy to imagine each view within Default Cube as a box - each containing separate meshes, textures, physics, audio, and so on.
The core idea of the framework is to allow you, as a developer, to add, modify, and remove the views - without worrying about leaked WebGL resources and memory leak troubles.
Views don’t have to necessarily be rooms, or game levels. Since they can be dynamically toggled - views can also define things like the game UI.
AssetsService (docs) - this service helps you load and dispose assets. You can combine it with a Preloader to create all necessary assets before showing the scene.
Preloader (docs) - this built-in object allows you to define a list of Promises that have to be fulfilled before the scene is allowed to render.
SceneService (docs) - this service allows you to parse a loaded scene model. We will dive deeper into parsing in the next section.
GameInfoService (docs) - this service allows you to define core features of the game. Things like camera FOV setup, resolution, global variables, models etc.
RenderService (docs) - this service gives you access to the raw Three.js features like renderer, native scene, and the native camera.
TimeService (docs) - this service allows you to register events that happen continuously.
CameraService (docs) - this service allows you to control the camera. We will discuss it more in futher sections.