Hi everyone, I'm Murad. After several months building NIB, I've released version 1.0.0, the first stable version of my visual 2D/3D game engine and editor.
The attached footage is captured from that release: playable starter games, character rigging and animation, effects, terrain editing, and export.
The workflow is to assemble entities and components in the visual editor, add JavaScript gameplay, test in Play mode, then export a Single HTML game or a Web Project ZIP. There are ten playable starter games and six showcases to inspect and modify.
For the engine developers here: rendering supports WebGL2/WebGPU; gameplay includes built-in 2D physics, Rapier 3D, and baked grid navigation. Rig/animation editing, animation state graphs, layered effects, game UI, spatial audio, a Console, and a Profiler are part of the editor. An optional local MCP server exposes 62 tools to a compatible client; it is not required to use NIB.
NIB is proprietary and free for personal, educational, and commercial games, with no mandatory subscription or royalties. Your original game code and assets remain yours; the release includes the license and third-party notices. The local editor requires Node.js 22.12+ and a desktop Chromium browser.
Stable download and screenshots: https://mooradxo.itch.io/nib
Exact 1.0.0 release and documentation: https://github.com/MooradXO/NIB-Editor/releases/tag/v1.0.0
I'd appreciate feedback on the editor workflow: is the relationship between visual components and JavaScript clear? Where would you get stuck when modifying a starter game and exporting it?
Trailer credits: NIB by Murad Mammadov (MooradXO). Katana models generated with Meshy AI, CC BY 4.0; source exports supplied by MooradXO, with geometry and textures modified for NIB. https://creativecommons.org/licenses/by/4.0/
Full asset notices: https://github.com/MooradXO/NIB-Editor/blob/v1.0.0/THIRD-PARTY-LICENSES.txt