Building a flexible and extensible 3D framework has always been our priority. This goal has a huge influence on the way we work and what we provide as a final result. This is also a main difference with other 3D engine/frameworks that tends to provide everything in a single monolithic library.
One of the side effects of such politics is Minko’s plugin system. Here is how it works:
Clik here to view.
So what are additional features? They are features that will rely on the core APIs but that are not essentials or required in every project. Those features are (the following list is not exhaustive):
- Every core APIs are in the actual Minko project
- Any additional feature will be implemented as a “plugin”
About the core APIs
Those APIs are the foundations of the framework. It will be released as an open-source project. They are very loose coupled so that even Minko’s core can be splitted into distinct entities. There are two main APIs:- The Scene Graph API: it provides interfaces and base classes to build a scene using a data structure called a “graph”. In the end, building a Minko 3D scene is just as simple as building a 2D scene with the good old Flash display list API.
- The Rendering API: it provides everything you need to perform rendering operations using the Molehill API and shaders.
About the additional features
Image may be NSFW.Clik here to view.

- Dynamic lights
- Dynamic shadows
- Animations
- Skinning
- Dynamic reflections
- File formats parsers (3DS, Collada …)
- Physics
- Particles
- Mouse interactivity