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  X3D Loader?  (Read 1523 times)
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Offline Goliat

Junior Devvie





« Posted 2006-03-10 21:51:33 »

Howdy

[size=8pt](if you don't like random rambling you should skip the first part ... Wink )[/size]

ok ... after i tried to implement a gpu enabled terrain engine with little sucess i'm now trying to write a little 'indoor' engine using ABT's ( Adaptive Binary Trees ). i made a little test 'map' in blender (actually just a small box inside a big one) and decided to export it as an 3ds file and hoped i could load via Loader3Ds (or TDSLoader) but both loaders refused to load the model

this is the point where i began to think if it's reasonable to use proprietary formats like 3ds, obj or similiar
when i found an old post about x3d (which is a xml based format for webdistributed 3d content) and had a look into this topic i was convinced that this would be the ideal format for almost any kind of 3d content. in one simple ( ok that one is relative ) xml file whole worlds where defined ... geometry, apperance, interaction and runtime behavior all in one file

i believe the benefits from using x3d as a map (or level or world choose as you wish) format would:

  • an open, 3d editor independent format which is based on the xml file format
  • as a result there are output plugins or scripts for almost every 3d editor
  • support for animation buildin
  • for 'small' animations like rotors, engines or windmills that don't really affect gameplay
  • scripting is build in too
  • ok ... x3d just says that there can be scripts and plugins
  • interaction buildin
  • x3d defines some interaction objects like timesensors, touchsensors, interpolators and similiar which could be used for scripting
  • a scenegraph architecture similiar to xith
  • come to think of it ... it is really very similiar ... and the name two ... 0o
  • extendable by components
  • the x3d standard defines several profiles, every profile loads several components, a x3d file declares which components it uses, a loader or browser that doesn't support component xyz would fail to start or give a warning, implemented properly everybody could register own components to extend his x3d files, i'm thinking of (Jo)ode support or similiar
  • i suppose there are more things to list here ... but i cannot think of more

now my plan:
altough i would try to write a full featured x3d loader (complete with animation and more) by myself i reckon that this is a job to big that i could handle this alone. i ask everybody who's interested to join me. i don't even claim to be in charge of this project. and i haven't written anything yet, only plans in my head. maybe i should write something first and than ask again ... hmm

comments and criticism please
So long ... Florian
Offline c_lilian

Senior Devvie


Projects: 1


Java games will probably rock someday...


« Reply #1 - Posted 2006-03-11 06:18:46 »

Croft has already developped a Collada loader (.dae). I think these projects would overlap as collada is the choosen interop format between all major 3D software providers.

Why not have a look at this loader and contribute if it needs fixes ?

(Well, I'm not opposed to a new loader format, but I'd rather focus on a few set of well supported formats)

Lilian

Offline Amos Wenger

Senior Devvie




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-03-11 10:19:15 »

To stick with Collada is probably the best option for Game development.

For more information :
http://en.wikipedia.org/wiki/COLLADA
http://en.wikipedia.org/wiki/X3D

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Offline Goliat

Junior Devvie





« Reply #3 - Posted 2006-03-11 11:36:32 »

oh ... i wasn't aware of collada
on the other hand i will continue on my x3d loader for educational reasons
i have spend some days on research and planning so i just want this time wasted Wink

so long Florian
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