
(Implementing special layers or so in krita I assume is the same work as for any other 3D option so I’m mostly talking about differences) Sure some part of Krita’s api would still be needed to make it possible to work with it in plugins if you want to add that but even if not as long as the base commands go through lot of the scene stuff could be handled by a Godot script file. Instead of creating a robust 3D api in Krita large part of it could go through godot scenes/scripts (these are native to godot and just work) which might make it possible for devs who don’t know krita’s core and/or c++ to help with large part of 3D stuff without a need to tinker with Krita too much and possibly breaking stuff.
#Krita game asset creation code#
In general Godot is pretty lightweight, it already builds to win, linux, mac, android, …, code base is not large and most importantly it’s very nicely structured and written, considering the size of blender’s code base and going through it to figure out what’s needed it might be worth the tradeoff, Godot is built with the possibilty to strip features down during the built process to shed what’s not needed. Now I’m wondering, since Godot has 3D capabilities, shares the open source license and there’s a new proposal to build godot as a shared library, would that make it possible (maybe even easier) to implement it for the 3D stuff in Krita?


I’m just curious in the plan (link below) there’s mentioned 3D, I also remember some talks about it here, I think it was (but if not I’m sorry for pinging you )) who mentioned wanting to look at it closer, also some notes about instead of implementing all 3D it might be possible to use Blender for this as long as you have it on your computer.
