[Bf-gamedev] Perhaps consider OpenGEX instead of FBX/Collada?

Eric Lengyel lengyel at terathon.com
Tue Oct 7 05:11:06 CEST 2014


Hi --

I am the guy who created OpenGEX. Somebody was kind enough to let me know about the discussion here.

I am personally writing an OpenGEX exporter for Blender, and I expect it to be finished in the month of October. (I have no previous experience writing Blender plugins, so I’m learning as I go.) There has been a huge interest both in the OpenGEX format as a whole and in the Blender exporter specifically.

In general, OpenGEX is designed to be an effective and reliable way to move scene data from a content creation program to a game engine. Even though the specification encourages data to be stored in a manner that is easy for engines to use directly (e.g., because it’s organized in a way that could be consumed by rendering hardware), OpenGEX is intended only to be an exchange format and not the final format in which game resources are stored. Hence, OpenGEX is a human-readable text format that can contain comments and be manually edited if necessary.

As for support in other game engines, it’s really up to their communities to convince the developers to support it. I know there has been a call from the CryEngine, Torque, and Leadwerks communities for OpenGEX support, but I’m not sure about UE4 or Unity. I also know of a few major studios that are supporting OpenGEX internally.

We are currently considering additions to the OpenGEX format for the next revision of the specification. If there’s anything currently missing that you’d like to see, I’m the right person to talk to.

-- Eric Lengyel
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