[Bf-gamedev] Proposal to (try to) get better FBX support

Jacob Merrill blueprintrandom1 at gmail.com
Wed Sep 17 17:57:48 CEST 2014


https://www.youtube.com/watch?v=OxlU5_beolw

Forgot to add link to my work!

On Wed, Sep 17, 2014 at 8:57 AM, Jacob Merrill <blueprintrandom1 at gmail.com>
wrote:

> Why not work on the bge?
>
> with the exception of screen space normals, and efficient draw call
> batching, I don't see any fatal flaws with it,
>
> What is stopping it from being great? it's not GPL, as far as I can tell,
> as most game developers are not writing anything that has not been done
> before, and if they are, it's not like someone can't copy the idea without
> access to the code.....
>
> here is my own work in the engine, (almost alone at this point)
> this is a walking ragdoll, that supports both ik animation, and physical
> scene interaction,
> when bullet 3 hits the main stage as people upgrade video cards, you
> should in theory be able to run 100's of walking ragdolls.
>
> why not a open project?
> (I am biased) but my own project looks pretty good :D
>
> I have worked for a year on this for free.....:P
>
> On Wed, Sep 17, 2014 at 8:01 AM, Toni Alatalo <toni at playsign.net> wrote:
>
>> could Assimp help here? it has an internal format, and can read &
>> write many formats to / from it. i don't know the format / internal
>> structure but have understood that it's simple and straightforward and
>> suitable for games.
>>
>> afaik they have a json format now but are interested in a binary
>> format as well. i've used the json format succesfully with three.js in
>> a test (converted from fbx to assimp2json)
>>
>> regarding Collada, glTF may address some of the problems by being a
>> more restricted spec and by having an efficient binary format for the
>> geom arrays (and json for other stuff, no xml). it might be even nice
>> to just write glTF directly from Blender if the current solution of
>> going via collada2gltf is problematic. at least those Khronos
>> standards have open specs..
>>
>> 2cently yours,
>> ~Toni
>>
>> On Wed, Sep 17, 2014 at 4:53 PM, Sam Brubaker <sam at worldsday.org> wrote:
>> > @JCS, I really like your ideas here, but I still wonder if a "15th
>> Standard"
>> > might be more strategically sound, even if it's totally insane.
>> >
>> > My biggest concern about spending so many resources on FBX is that
>> B-devs
>> > would be working on something that does not belong to Blender or any
>> > equivalent NFP organization. It belongs to Autodesk. Autodesk is free to
>> > break its own format however it likes and nullify all the work we do
>> > catching up, which is kind of scary. All FBX development on our end
>> > indirectly helps a company that is not helping us at all.
>> >
>> > Of course, our goal should be utility for users, not vindictiveness;
>> > improving FBX support may be our best move in the short term. But what
>> about
>> > the long term?
>> >
>> > On Wed, Sep 17, 2014 at 7:38 AM, Jens Christian Restemeier
>> > <jens.restemeier at gmail.com> wrote:
>> >>
>> >> Another thought:
>> >> What about porting Blender's FBX code into a clean C++ library, without
>> >> dependencies on Blender or the official SDK? Blender could then use it
>> >> through some Python bindings.
>> >> Basically just a loader/writer, and a high level interface to go
>> through
>> >> the scenegraph or to build a scene graph. With an MIT or BSD style
>> license
>> >> to encourage people to use it over the official SDK.
>> >>
>> >> That we we have guaranteed interoperability with anyone using the
>> library,
>> >> and improvements benefit both Blender and applications using it.
>> >> And it would open a way to sneak in a better format at a later point.
>> You
>> >> could define a clean legacy-free format, and any application that uses
>> the
>> >> API just needs a recompile to use it.
>> >>
>> >>
>> >> _______________________________________________
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>> >> http://lists.blender.org/mailman/listinfo/bf-gamedev
>> >>
>> >
>> >
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>
>
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