3D File Formats for Games -


I'm starting up and trying to get good quality, up to date information on various 3D file formats The game is used in the development.

Clearly many games have been developed with many more custom 3D file formats, but I'm more interested in choosing a better solution using the more commonly supported format.

What are the most popular formats and what separates them?

Note Ideally, they should support animation, but I would also be interested in other formats which can be used to create maps or static objects.

In XNA, try to do something on your own (especially load data format)) Living with the flaws directly supported by the shelf is much more than living, at least it is how the document looks, and what I heard from a person bending the content pipeline (Runtime geometry generation) is needed And whom I know what he's doing, I think that x and FBX is going to be very much. Both of them support skeletal animation, and I think pay attention to the top too. I'm not sure exactly what Blender is capable of exporting those features, but if you want I can see it.

Blender 2.5 is finally supporting Good Collada (the current is not one and broken in many ways), and Autodsk Collada & Lt; -> FBX provides a good tool for conversion.

If you look at the hobby development community, you will see that id software data formats are very popular on one hand MD2 and MD3 vertex morphing character animation format, MD5 skeleton animation format, whose needs are clearly visible. Above, and on the other hand the BSP file format, which describes the game level.

One thing to speak for the BSP is that there is a good editor available (GTKRD and derivatives). This is an efficient format that can erase hidden geometry. However, the runtime cost of custom geometry creation is important in XNA, and the limitations of these formats are quite common on 64k upper and 64k polygons in the entire game level, which you can now dump onto the graphics card, display drop notable Will happen. So you do not get any benefit from supporting it.

I suspect that there are powerful, modern, available formats and tools for the colon-optimized level design, whose performance gains will translate into XNA.

If you are not already, you can see some links:

all unknowingly and outdated, address No how optimized or not.


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