Games & Worlds

Game Engine

From a scene brief to a visible, animated asset.

Vigthoria Game Engine is the browser scene editor for building and inspecting three-dimensional game content. Arrange primitives, import self-contained GLB models and VGP projects, select included motion clips and review a patrol preview. Keep the scene portable and export the actual model, skeleton and animations for development.

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Game Engine application preview
Application preview · explore the current workflow below.

CAPABILITIES / FUNKTIONEN

What you can do with it.

01

Scene hierarchy and transforms

Select objects and adjust position, rotation, scale and supported material settings. Frame the selection to inspect it clearly.

02

Editable blockouts

Use box, sphere, cylinder and plane primitives to plan a level or environment. The Blockout tool creates editable primitives.

03

Models with skeleton and clips

Import a self-contained GLB and play its available named clips. The Academy Sentinel example includes Idle, Walk, Run, Salute and Ready.

04

Patrol preview

Choose a short data-based patrol and use Play to inspect movement with the walking clip. Stopping restores the source scene transforms.

05

Portable project and GLB export

Save the embedded model and route in VGP. Export the scene model with its skin and motion clips as GLB and reimport it for inspection.

IDEA → WORK → REVIEW → RESULT

A clear path through the work.

  1. 01

    Open a VGP scene or import a GLB model.

  2. 02

    Inspect its objects, materials and actual available clips.

  3. 03

    Try the patrol preview and review movement in the scene.

  4. 04

    Save the project and export a model for further game development.

What you keep

Portable VGP scenes and self-contained GLB models with available skeletons and animations.

Continue across Vigthoria.

Before you start.

Use a WebGL-capable browser and authorized assets. Self-contained GLB input is bounded to 32 MiB per model; VGP project input is bounded to 48 MiB.

Questions before the first project?

What can I take into the next step?

Portable VGP scenes and self-contained GLB models with available skeletons and animations.

What access do I need?

Use a WebGL-capable browser and authorized assets. Self-contained GLB input is bounded to 32 MiB per model; VGP project input is bounded to 48 MiB.

Can one image directly become a rigged game character?

That automatic reconstruction and rigging chain is not released. The verified route imports an existing self-contained GLB and preserves its included rig and motion clips.

Start with a concrete task.

From a scene brief to a visible, animated asset.