This is, as far as I can tell, exactly what the Godot engine does[1]. That engine also has a browser (wasm) target.
This is, as far as I can tell, exactly what the Godot engine does[1]. That engine also has a browser (wasm) target.
I suppose it's not any kind of priority to the project. Tested it a bit and it does seem to work :), but it's slower than running it natively.
Similarly, there are often gameplay reasons you may want to separate physics/lighting for particular objects, and maybe even have several "spaces" in which objects can interact that you want to swap out at runtime. Stealth games where shadows are important to the gameplay, or games that have an "inner" and an "outer" in terms of physics (maybe a car in the world, and then objects inside the car in their own inner world that maybe obey slightly different physics parameters, for example).
It makes composing and managing objects and compositions much easier than just with the tree view.
Like a Unity prefab, but much better