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    <title>DEV Community: Murad</title>
    <description>The latest articles on DEV Community by Murad (@mooradxo).</description>
    <link>https://dev.to/mooradxo</link>
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      <title>DEV Community: Murad</title>
      <link>https://dev.to/mooradxo</link>
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    <item>
      <title>Show DEV: NIB 1.0.0 — my free visual 2D &amp; 3D game engine with JavaScript and web export</title>
      <dc:creator>Murad</dc:creator>
      <pubDate>Tue, 06 Oct 2026 12:58:39 +0000</pubDate>
      <link>https://dev.to/mooradxo/show-dev-nib-100-my-free-visual-2d-3d-game-engine-with-javascript-and-web-export-53k1</link>
      <guid>https://dev.to/mooradxo/show-dev-nib-100-my-free-visual-2d-3d-game-engine-with-javascript-and-web-export-53k1</guid>
      <description>&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update — 7 October 2026: NIB 1.0.1 is the current stable release.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The maintenance update fixes 40 confirmed issues in project safety, Undo/Redo and partial MCP edits, animation, physics, WebGL2/WebGPU rendering and web exports. Project and asset formats are unchanged.&lt;/p&gt;

&lt;p&gt;For JavaScript/web projects, the export fixes preserve script/text strings in Single HTML, support RGB/RGBA hex colors, and allow exported scripts to load HDR assets. Back up your projects and extract the new version separately before checking save/reopen and an independent export.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://mooradxo.itch.io/nib" rel="noopener noreferrer"&gt;Download 1.0.1 on itch.io&lt;/a&gt;&lt;/strong&gt; · &lt;strong&gt;&lt;a href="https://github.com/MooradXO/NIB-Editor/releases/tag/v1.0.1" rel="noopener noreferrer"&gt;Full release notes and compatibility limits&lt;/a&gt;&lt;/strong&gt; · &lt;strong&gt;&lt;a href="https://mooradxo.itch.io/nib/devlog/1695774/nib-101-stable-maintenance-update-safer-projects-and-more-reliable-exports" rel="noopener noreferrer"&gt;Update devlog&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The original introduction below, trailer and screenshots document 1.0.0. Two Thrones is a separate example and is not bundled in the 1.0.1 archive.&lt;/p&gt;
&lt;/blockquote&gt;




&lt;p&gt;Hi DEV! I'm &lt;strong&gt;Murad Mammadov (MooradXO)&lt;/strong&gt;. Over the past several months, I've been building &lt;strong&gt;NIB&lt;/strong&gt;, a visual game editor and engine for making 2D and 3D games with JavaScript. &lt;strong&gt;NIB 1.0.0, the first stable release, is now available.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The idea is to keep scene building, gameplay, character animation, effects, testing and browser export in one visible workspace. You can start with an empty scene or open a playable starter game and change it.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://mooradxo.itch.io/nib" rel="noopener noreferrer"&gt;Download NIB on itch.io&lt;/a&gt;&lt;/strong&gt; · &lt;strong&gt;&lt;a href="https://github.com/MooradXO/NIB-Editor/releases/tag/v1.0.0" rel="noopener noreferrer"&gt;Stable 1.0.0 release on GitHub&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The trailer above contains actual gameplay and editor footage captured from the distributed &lt;strong&gt;1.0.0&lt;/strong&gt; release.&lt;/p&gt;

&lt;h2&gt;
  
  
  From a scene to a playable game
&lt;/h2&gt;

&lt;p&gt;My intended workflow is:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Build the scene:&lt;/strong&gt; place models, sprites, lights and reusable prefabs; organize entities and components in the Hierarchy and Inspector.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Give it rules:&lt;/strong&gt; use the built-in controllers and write JavaScript gameplay, with script parameters exposed in the Inspector.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Add motion and atmosphere:&lt;/strong&gt; work with rigs, animation clips and state graphs, layered effects, spatial audio and game UI.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Test:&lt;/strong&gt; switch into Play, check the Console and Profiler, then return to editing.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Share:&lt;/strong&gt; export a &lt;strong&gt;Single HTML&lt;/strong&gt; game or a &lt;strong&gt;Web Project ZIP&lt;/strong&gt; for hosting.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Players of a hosted exported game do not need to install NIB or Node.js.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fgr16x2dny3gyzhg4yl1v.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fgr16x2dny3gyzhg4yl1v.png" alt="Relay Foundry, a playable FPS starter game built in NIB 1.0.0" width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Relay Foundry: first-person movement, animated enemies, interactions and a mission objective.&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What can you build with it?
&lt;/h2&gt;

&lt;p&gt;The release includes &lt;strong&gt;ten playable starter games&lt;/strong&gt; and &lt;strong&gt;six rendering/animation showcases&lt;/strong&gt;. These demonstrate working combinations of the tools:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;2D platformers:&lt;/strong&gt; sprites, frame animation, platformer movement, double jump, camera following, collisions, parallax and UI.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;FPS and exploration games:&lt;/strong&gt; first-person controls, pointer lock, raycasts, scripted interactions, animated models, lighting, fog and spatial sound.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Arcade racing:&lt;/strong&gt; vehicle control, chase cameras, checkpoints and lap timing.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Physics puzzles:&lt;/strong&gt; Rapier 3D rigid bodies, colliders, joints, sensors and raycasts, alongside built-in 2D physics.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Action and RPG prototypes:&lt;/strong&gt; baked grid navigation, animation states, combat scripts, effects, loot and menus.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Card, board and casual games:&lt;/strong&gt; sprites, text, interactive UI, input and JavaScript rules.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For world building, NIB has terrain sculpting, surface painting, foliage scattering, PBR materials and post-processing. Rendering supports WebGL2 and WebGPU; availability depends on the browser and GPU.&lt;/p&gt;

&lt;p&gt;Larger systems such as quests, inventory and progression are authored in your game's scripts. The presets give you examples to inspect and modify.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76z6yyxvbh8e3906xqqn.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F76z6yyxvbh8e3906xqqn.png" alt="Signal Harbor, a top-down 2D starter campaign in NIB" width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Signal Harbor: an illustrated five-level campaign with relays, menus and local save/continue.&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Character animation and effects
&lt;/h2&gt;

&lt;p&gt;The character tools let you adopt an imported skeleton or author a rig, edit bones and weights, preview deformation, create animation clips and connect them through state graphs. Retargeting uses explicit bone mapping; two-bone IK is available for manually configured targets.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0dk8cfm8gr03gc1rb015.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2F0dk8cfm8gr03gc1rb015.png" alt="NIB character editor with an imported knight skeleton and bone controls" width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;The character editor, with a visible skeleton and editable rest transforms.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;The Effect editor combines particle, geometry, trail, light and audio layers into reusable effects. You can preview them, adjust lifetime and curves, then trigger them from scripts or animation events.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ft6h45xynpzic8fau8c1l.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ft6h45xynpzic8fau8c1l.png" alt="NIB Effect editor with particle emission, lifetime, size and color controls" width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;An effect being edited inside the same workspace as the game scene.&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Optional local MCP workflow
&lt;/h2&gt;

&lt;p&gt;NIB ships with a local MCP server exposing &lt;strong&gt;62 tools&lt;/strong&gt;. A compatible client can inspect scenes, edit entities and scripts, work with assets, rigs and effects, author terrain or timeline keys, run Play tests, capture screenshots and export games.&lt;/p&gt;

&lt;p&gt;My preferred loop is simple: inspect the scene, make a bounded change, look at the result and test it. The visual editor remains available throughout.&lt;/p&gt;

&lt;p&gt;MCP is optional. You can use the editor directly, and any AI client or provider is configured separately.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try the stable release
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Install &lt;strong&gt;Node.js 22.12 or newer&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;Download &lt;strong&gt;NIB-1.0.0.zip&lt;/strong&gt;, rather than GitHub's automatic “Source code” archive, and extract the entire ZIP into a writable folder.&lt;/li&gt;
&lt;li&gt;On Windows, run &lt;strong&gt;start.bat&lt;/strong&gt;. On macOS/Linux, run &lt;strong&gt;sh start.sh&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;Keep the local server running and open &lt;strong&gt;&lt;a href="http://localhost:8670/editor/" rel="noopener noreferrer"&gt;http://localhost:8670/editor/&lt;/a&gt;&lt;/strong&gt; in desktop Chrome or Edge.&lt;/li&gt;
&lt;li&gt;Open &lt;strong&gt;File → New Scene (Genres)&lt;/strong&gt;, choose a preset, confirm Create and press Play.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The supplied editor is compiled: no Git checkout, build step or npm installation is required. Save your project and back up the projects folder before upgrading.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Current scope:&lt;/strong&gt; the editor initially targets desktop Chromium. Test exported games on their intended devices. NIB does not supply a built-in multiplayer/cloud backend or mobile/console deployment pipeline. An optional Windows x64 packager can wrap a Single HTML game in Electron.&lt;/p&gt;

&lt;h2&gt;
  
  
  Free to make games; proprietary engine
&lt;/h2&gt;

&lt;p&gt;NIB is free for personal, educational and commercial games, with &lt;strong&gt;no mandatory subscription or royalties&lt;/strong&gt;. Your original game code and assets remain yours.&lt;/p&gt;

&lt;p&gt;The engine/editor is proprietary. The &lt;a href="https://github.com/MooradXO/NIB-Editor/blob/v1.0.0/LICENSE" rel="noopener noreferrer"&gt;NIB license&lt;/a&gt; permits distributing the runtime as part of your games, with the required notices; redistributing or rebranding the standalone engine/editor requires permission.&lt;/p&gt;

&lt;h2&gt;
  
  
  A newer game example: Two Thrones
&lt;/h2&gt;

&lt;p&gt;I've also shared &lt;a href="https://mooradxo.itch.io/nib/devlog/1692727/two-thrones-a-new-turn-based-strategy-game-made-with-nib" rel="noopener noreferrer"&gt;a development log for Two Thrones&lt;/a&gt;, a turn-based strategy game made with NIB, combining a 3D overworld with hex battles. It is a separate, newer example and &lt;strong&gt;is not included in the NIB 1.0.0 ZIP&lt;/strong&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  I'd like your feedback
&lt;/h2&gt;

&lt;p&gt;If you try NIB, I'd love to hear how your first session goes. Open a preset, make a small change and export a game if you have time.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Was the first-run setup clear?&lt;/li&gt;
&lt;li&gt;Which part of the editor felt confusing or slowed you down?&lt;/li&gt;
&lt;li&gt;Did your exported game behave as expected?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Leave a comment here, use &lt;a href="https://github.com/MooradXO/NIB-Editor/issues" rel="noopener noreferrer"&gt;GitHub Issues for reproducible bugs&lt;/a&gt;, or visit &lt;a href="https://github.com/MooradXO/NIB-Editor/discussions" rel="noopener noreferrer"&gt;GitHub Discussions for questions, ideas and creations&lt;/a&gt;. The &lt;a href="https://github.com/MooradXO/NIB-Editor/blob/v1.0.0/docs/README.md" rel="noopener noreferrer"&gt;release documentation&lt;/a&gt; covers the tools in more detail.&lt;/p&gt;

&lt;p&gt;Thanks for taking a look!&lt;/p&gt;




&lt;p&gt;&lt;strong&gt;Media credits:&lt;/strong&gt; gameplay and editor captures are from NIB 1.0.0. Katana models shown in the trailer were generated with Meshy AI under &lt;a href="https://creativecommons.org/licenses/by/4.0/" rel="noopener noreferrer"&gt;CC BY 4.0&lt;/a&gt;; source exports were supplied by MooradXO, and geometry and textures were modified for NIB. The instrumental score was created specifically for the trailer. See the &lt;a href="https://github.com/MooradXO/NIB-Editor/blob/v1.0.0/THIRD-PARTY-LICENSES.txt" rel="noopener noreferrer"&gt;full third-party asset notices&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>showdev</category>
      <category>gamedev</category>
      <category>webdev</category>
      <category>javascript</category>
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