Thanks very much. Not sure how I missed that documentation, but it’s helpful.
The world examples…priceless.
Good to see that the worlds mostly use FBX models. You’re right about the JSON files.
The models.json file holds the dimensions, position, rotation, id, and the url to the model file (the FBX) for all the entities in the scene.
Would it be possible to parse these JSON files and load in the FBX objects and materials into a tool like Unity (or other) that could populate a scene graph? Yes. Definitely a lot of work. But it is possible.
Could create C# classes that represent each model type in order to store all that scene data and for saving it back into the JSON files when a world is exported.
As an aside, might even pave the way for a Unity3D version of the client app, as a possibility.
So why would we want to have a separate visual scene/world editor? To enable worlds to be created much more quickly with tools content creators are familiar with. As an example, there are several really good “level editors” for Unity that make creating buildings, mazes, castles, you name it, much much easier than trying to build them one block at a time.