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  X3D Loader?  (Read 1523 times)
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Offline Goliat

Junior Devvie

« Posted 2006-03-10 21:51:33 »


[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)


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 :

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
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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