hybrid wrote:You will face endianess problems with every binary format you use. Whether with or without serialization. After all, serialization is just a structured way to put structured data into a long list, storing the structure information in this list. And of course also providing a way to get the data back. Doing all this in a uniform way with a common API is serialization, otherwise it's just I/O. For Irrlicht based apps using the interface is simple. For the loaders and exportes of other apps you have to mimick this process. But that's true also for many other formats. But for this file format, performance will be a very high priority. Otherwise Collada or FBX would already do the job. So deserializing large arrays (of indices and vertices) will be a major task to optimize. Not sure if the current attribute system would help.
BTW: We support the ogre mesh format...
bitplane wrote:We're talking about making this Irrlicht's native animation format (i.e. based on skinnedmesh), which all modern loaders will use. To be future-proof we'd need to review all current animation formats, catalog the features they support, and design an animation playback model that supports most of them. Some things will incompatible with Irrlicht's innards, so we need a roadmap of what would need to change in future (flexible vertex format, shader loaders, level of detail controls and so on), what we're not bothering to support (IK, any form of physics) and how to access the stuff that we don't support (hit-boxes, collision meshes and so on).
IMO the hard part is gathering the requirements (reading and absorbing a library's worth of documents), because if they're wrong then the design is wrong from the start. Everything else is just writing code, which is the fun part!
hybrid wrote:BTW: We support the ogre mesh format...
Yes, I'm aware of that and thanks to You I was able to use it in my own personal project because that was the ONLY format for which I could find a decent updated 3dsMax exporter. http://www.ogremax.com/
And I was happy to pay the $250 from my own pocket as it saved me tons of headache.
Had to same problem for my project to find a decent exporter for Maya or 3DS Max.
Should take a look at FragMotion, which can export to alot of formats.
3DS Max / Maya -> .fbx (2010) -> FragMotion -> (.b3d etc)
bitplane wrote:IMO the hard part is gathering the requirements (reading and absorbing a library's worth of documents), because if they're wrong then the design is wrong from the start. Everything else is just writing code, which is the fun part!
Virion wrote:any progress on this?
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