-
Posts
165 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by Monkey Frog Studio
-
-
Quote
You've convinced me to make GMF2 our default file format.
Well, firstly, I didn't ask for it to be the DEFAULT file format, but recommended it as a format that could be supported by Leadwerks. And that was at least a year ago, too. Time moves on. Things progress. And as you worked with GLTF you found things you both liked and did not like. Due to the things you didn't like about GLTF (some of them mentioned in your post here), I then recommended USD as a possibility. Some are saying there are advantages USD has over GLTF. So, is there really any harm in looking at it? If you find that GLTF is great for what you want, then good. You've already done the work (or most of it), right? If you find USD is a viable option and provides benefits, then wouldn't you be happy to know about it?
QuoteIf another standard is coming along that replaced GLTF, yet still does not give us fast-loading models, we need to invent our own.
And when you do that, you then need a way for artists to get their content into your engine. That means exporting from their 3D package of choice into your custom file format. And that means someone creating and maintaining these export plugins for the various packages, such as Maya, 3DS Max, C4D, MODO, and Blender.
QuoteWe will still provide direct loading and optional conversion of GLTF files, and maybe also this new format,
Glad to hear it.
Quotebut some of these huge CAD files we are working with would take ages to load if we have to sort through all the data.
That's a standard issue with CAD files in a non-CAD application.
-
What is USD?
Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call "scene description". Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets.
-
USD is used to transfer, well, anything you can do in a 3D modeling program. So, it doesn't matter if you use 3DS Max, Maya, or even Blender. If you can import/export out USD, you can bring the entire scene (models, materials, animations (including bones, etc.), lights ... everything, in one shot (if you want). Unity already supports USD. Unreal is getting ready to (if they don't already). And most 3D modeling programs do, too. Apparently it has advantages over GLTF.
-
Have you thought about looking into USD/USDZ? It's evolving to be THE 3D file exchange format. I think several of the other game engines are now supporting it.
https://graphics.pixar.com/usd/docs/USD-Frequently-Asked-Questions.html -
Leadwerks Game Engine 4.6 Beta Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Sigh. I've stopped all development using Leadwerks (had stopped it some time back) because this one particular issue is a show stopper as far as I am concerned.
-
Leadwerks Game Engine 4.6 Beta Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
What about the issue with going full-screen on some setups? Has this been looked at or fixed yet?
-
Leadwerks Software to Assist NASA Building VR Applications
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Ground control to Major Josh
Ground control to Major Josh
Get ready to program
Laptop on.
Ground control to Major Josh
Commencing countdown
Leadwerks on
Check ignition
And may Turbo be with you!- 2
-
Leadwerks Software to Assist NASA Building VR Applications
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Woohoo!!! (on both accounts!)
Really excited for you! It's a great opportunity!
- 1
- 1
GMF2, Plugins, and Modding
in Development Blog
A blog by Josh in General
Posted
That all sounds pretty awesome, actually. Thanks for taking the time to fill me in. Selfishly, all I care about, as an artist, is getting my assets into the engine as easily as possible. The less hoops I have to jump through, the better.