Chris makes a good point -- those formats aren't preferable for "retail" builds.
If, for convenience, you want your in-production code to be able to load those file-types, that's reasonable, but don't ship your final game that way. You can use the Assimp library in your code during production, but before you ship you should switch your game to a custom format, and create tools to convert your assets to that format. You can essentially just copy & paste the code from your in-production game (using Assimp) into a new code base to create this tool -- you just need to write the data out to a binary file instead of creating buffers and such with it.
This will keep load-times for your customers to a minimum, and also make better use of bandwidth if you are distributing digitally (or trying to fit onto a disc for that matter).
That said, you want to get your pipeline in place sooner than later so that you've got a chance to test it -- you don't want to just be converting all your assets for the first time a month before you release.
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#1Ravyne
Posted 12 March 2012 - 05:37 PM
Chris makes a good point -- those formats aren't preferable for "retail" builds.
If, for convenient, you want your in-production code to be able to load those file-types, that's reasonable, but don't ship your final game that way. You can use the Assimp library in your code during production, but before you ship you should switch your game to a custom format, and create tools to convert your assets to that format. You can, essentially copy & paste the code from your in-production game into a new code base to create this tool, you just need to write the data out instead of creating buffers and such with it.
This will keep load-times for your customers to a minimum, and also make better use of bandwidth if you are distributing digitally (or trying to fit onto a disc for that matter).
That said, you want to get your pipeline in place sooner than later so that you've got a chance to test it -- you don't want to just be converting all your assets for the first time a month before you release.
If, for convenient, you want your in-production code to be able to load those file-types, that's reasonable, but don't ship your final game that way. You can use the Assimp library in your code during production, but before you ship you should switch your game to a custom format, and create tools to convert your assets to that format. You can, essentially copy & paste the code from your in-production game into a new code base to create this tool, you just need to write the data out instead of creating buffers and such with it.
This will keep load-times for your customers to a minimum, and also make better use of bandwidth if you are distributing digitally (or trying to fit onto a disc for that matter).
That said, you want to get your pipeline in place sooner than later so that you've got a chance to test it -- you don't want to just be converting all your assets for the first time a month before you release.