On the editor: it's not a geometry editor, but what we do provide you with is the ability to create scenes/levels, and fine tune your materials. The power of the editor comes with the runtime that we'll be debuting at GDC this year. You can use our platform to host and manage your assets, create your levels, then pull those into your application and use Three.js to add dynamism to your applications. You'll see the first reference apps on that platform in the next couple of weeks, and a public release in March.
Maybe the editor version hasn't been released yet?
We've got several schools piloting the platform - as a way for instructors to come into a scene with students and give them realtime feedback on WIP. Our first game studio clients are coming on board, doing daily reviews of outsourced work. And with the API that we're releasing in the coming months, we'll use the same tools to let web designers review and discuss assets being sourced from artists for the 3D websites, apps, and games being built on our engine.
Read more: http://verold.com/blog/2013/1/15/mr-doob-at-dotjs-threejs-ne...
I think this is what I'm getting hung up on, I assumed this meant that two or more people could be working simultaneously on the same project, rather than just looking at what one person is doing. I realize this is a brand new initiative and it is really impressive regardless, but I was wondering if that's a feature that will ever be available down the road?
Both are fundamentally rather limited though, more like "model tweakers" than real editors, as you can't create new shapes / meshes in them or edit the geometry of existing meshes.
Reminds me of the mercury thing that the Gas Powered Games guy.