Is it possible to create a Godot web editor with Javascript and HTML, and using Godot only for running the game/preview?

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:bust_in_silhouette: Asked By EnrikeChurin

It looks now that it’s quite a long post I’m writing, but you don’t need to read it all if you don’t want to. The question is just the first two paragraphs, and the other part is just an explanation of my thoughts, so don’t get discouraged seeing how long the question is, it’s not.

My idea is to try to create a Godot Engine web editor that runs in the browser. It needs to be built with common web technologies (think JS, HTML, CSS), and only use Godot (as a “game” project compiled (exported) to HTML5) for preview/running the game.

I want to know if it’s possible or not to:

  • Communicate between the Javascript UI and the Godot instance, i.e. send code/assets/meta files, pretty much the files you’d want to use when using the normal editor.
  • Control the Godot instance, send simple signals from the JS that would then be received in the Godot instance, to stop, play, restart, etc. the game preview.
  • And most importantly, would the HTML5 version be able to cope with all the tasks the editor version of godot has to do. Like, would it be able to reload scripts, assets, settings, and play the game normally, or are there some limits to what a compiled game, especially the HTML5 one, can do.

I know about the existance of the HTML5 build of Godot Engine editor, but it doesn’t suit me and the majority of the people potentially interesting in such a version of Godot. If you want to hear my arguments about it, read the paragraphs below, but you don’t have to if you don’t care.

Firstly, it’s not supported whatsoever on the mobile devices, which could be the biggest market (use case, haha) for such an application (coding on iPad, for example).

Secondly, it doesn’t even run well on the desktop platforms, there a big lack of support for the browsers, only the select few work, and when it actually runs, it’s performance is quite miserable, as far as I could tell (but I’m not 100% sure on that).

Thirdly, and most importantly IMO, the way it’s implemented is completely flawed from the beggining, from the philosophical standpoint. If you haven’t guessed it already, I’m talking about the use of the web technologies in the Godot Engine’s WEB editor. Or rather, the lack thereof. For a modern application in the browser to work the best, biggest user/device coverage, most reliable, best ease of use, best user experience, it needs to use Javascript, HTML, CSS, and not the WebGL canvas for its User Interface. And I’m not saying this because I want to hate the web editor, but because this approach to making a web app is just intolerable as it posses a lot of UX problems that deter users from using the app, and for ones who try to get over them, makes their life awful every second.

Anyways, thanks for anyone who’s helped me in any way.