3) Procedural mesh database.
Actually, the database consists of the main menu, for which you can specify pictures and names, and objects for placement. The longest I was busy with the creation of a procedural database for the Constructor, which differs from most open world solutions, in that the user should be able to import their meshes into the engine in the simplest possible way: by copying the fbx model into a special folder. The work is still far from complete, since fbxsdk, and the source code of the engine is still a swamp, but something works… In the near future I want to add more meshes and decompose them into categories depending on the mesh tags.