Okay ! thank you for your reply! I'll have a closer look to that.
Therefore is there any tutorial you can advise me to dive into B4W and code? (or like a startup file on witch it is easy to plug some new little features, functions, classes, etc…)
On my side (Designer background) I started coding with AS3 and that's how I started to understand how to spacialize in 3D with the MrDoob classes which became lately three.js ; Very flex but painful coding wise. And hard to end up with a rich 3D experience.
In the meantime I was already using Blender at that time for modeling/sculpting and build more complex scenes.
And always dreamed about merging both capabilities (code and 3D) from a designer perspective — That explains my extreme interest with B4W. CONGRATS for this html5 exporter. I feel something very strong for the futur here
Now that I see B4W capabilities facing Unity (for example) with some strong advantages I hope it will evolve not only from a gaming functionalities perspective but also for 3D space experiences and interactivity more in general
My last post's question about particle behaviour (called boids or flocking) comes from something I already experienced with lot of success and flexibility into processing(java) environment and that's why I want to share my curiosity with B4W community for further developments.— Would it be something pertinent to reinforce B4W particle support taking into consideration something like this? (see:https://p5js.org/examples/simulate-flocking.html) And what would be the best way to implement that?
I feel it is a promising approach between already existing Blender particle support and real time interactivity…. But I feel also I really need your Help B4W developpers!