How and Why Was Realm-Crafting Created?
I think some of you may be interested in learning the story behind Realm-Crafting, as well as a part of my own journey. Understanding what led me to create this editor also helps explain the philosophy behind the project.
It all started more than 20 years ago (I was 30 years old at the time, and I am 50 today). Back then, I saw many browser-based games developed with PHP and SQL, and I wanted to learn how to create that kind of project on my own as a self-taught developer.
My first game was called VirtualMenuiserie. As the name suggests, it was centered around the world of woodworking. This project allowed me to learn the fundamentals of PHP and SQL while discovering the challenges involved in game development.
A year later, I launched a second project called Anistart, a zoo management game. Once again, I learned a tremendous amount. After spending several years developing browser games, a new goal emerged: I wanted to create 3D games.
That was when I discovered Realm Crafter Pro, a MMORPG editor. I spent several years learning how to use it. It was relatively easy to approach and helped me discover many aspects of game creation. Unfortunately, the project was eventually abandoned. Over time, it even became unusable because license activation was no longer available.
Its disappearance was a turning point for me. That's when I decided that one day I would create my own game editor.
I started by learning Java, then C++, and later C#. As I progressed, I quickly realized that a game engine was essential. I tried to understand how existing engines worked and even considered creating my own, but that challenge proved far too ambitious for my level of knowledge at the time.
I began looking for another solution and almost by chance came across BabylonJS in its early days. The engine was a complete JavaScript rewrite of a project I already knew from my time learning C#. I immediately liked its approach. The engine was evolving quickly, its documentation was accessible, and I could learn alongside its growth.
So I started developing my own MMORPG editor using BabylonJS.
For many years, I created multiple versions of game editors. Each time, I learned something new and eventually started over from scratch. The more experience I gained, the more I saw the limitations of my previous projects. None of them truly satisfied me.
Then, about two years ago, after more than ten years of using BabylonJS (thirteen years today), I decided to start over one final time with a completely new foundation. This time, I spent nearly a year thinking about the project's architecture before writing a single line of code.
The result is Realm-Crafting.
It is the most carefully designed, most complete, and most mature editor I have ever created. It brings together everything I have learned over the past twenty years.
I am not developing Realm-Crafting to make money. I develop it out of passion. I develop it because I enjoy creating games, learning new things, and sharing what I discover. I also develop it because my goal has always been to create my own games.
The project is open source because I believe in sharing knowledge. In my view, it is important that some things remain freely accessible, simply because other people can learn, create, and grow from them.
Finally, the name Realm-Crafting is not meant to copy Realm Crafter. It is more of a tribute to a piece of software that played an important role in my journey and indirectly inspired me to create my own editor.
Today, I consider Realm-Crafting to be the most accomplished project I have ever built. There is still a lot of work ahead to make it more stable, more complete, and capable of creating games from A to Z, but the foundations are finally in place.
And that is the story of Realm-Crafting.
Thank you to everyone who follows the adventure, tests the editor, reports bugs, or simply takes an interest in the project. In your own way, each of you contributes to its growth and evolution.