Just for the records, and in case anybody is interested, I was playing with the thought to write a ToBabylonJS converter, so a game could be designed in this editor / kit, and then converted to WebGL using babylon.js.
However, babylon is such a freakin bummer - nothing works right away! I get frequently stuck even by the simplest things, like having cam vs mesh collision working also for loaded GLB meshes, and not just for a created box primitive from the docs. The docs are huge and badly interlinked IMHO. And only available online, which I do not like.
And then there is also the file format challenge. I'd need a batch converter, or probably I should write a B3D importer for babylon - as I'd expect, converting lightmapped multitextured meshes to GLB or gltf will fail / lose the lightmap. Anyway, as some aspects of babylon are such a pain in the automobile, I was wondering whether there may be an engine that would be easier. It should support those basics, load multitextured meshes, including rigged animated ones, have collision, linepicks, freely scriptable camera, etc. So if somebody knows a better alternative for such a job, let me know. (Don't say Unity or UE, I refuse to work with Gigabyte distros.). Most important tho, is a documentation that allows to implement something straight forward, without to hack around like unfort. in many engines including babylon.
One option would be copperlicht.js, but as Niko has taken it over and is pushing the commercial coppercube (that's based on copperlicht), I'm having a hard time finding an unminified latest version of copperlicht, let alone a complete documentation - pity. EDIT actually that's not true, see: https://www.ambiera.com/copperlicht/documentation/index.html
Also, in any case helpful would be if somebody could provide me with a B3D loader (static or animated too) written in Blitz3D, so I'd have to convert it only.