Sign in to follow this  
mjs2000

OpenGL Best 3D model format for a cross-platform project?

Recommended Posts

Hi, I'm writing a cross-platform game in SDL and OpenGL, and I'm trying to decide on a format to use for the game's 3D models. Our modeler is using Blender, so a format that Blender exports to would be best (I'm sure this isn't a problem.) He's also been adding animations to the models, so we need a format that supports animation. I was looking at MD2 (its format is very well documented), but our modeler says that skeletal animation would be easiest for him. Can a model with an armature in Blender be exported successfully to MD2 with the animations intact? Also, my initial reaction is not to use the .ms3d format, because I don't care for Milkshape and the game is primarily for Linux. Sorry, I'm sort of noobish when it comes to 3D modeling/animation...but what format would you recommend? Where can I find code/libraries to load such models? Thanks -matt

Share this post


Link to post
Share on other sites
Quote:
Can a model with an armature in Blender be exported successfully to MD2 with the animations intact?
yes

i cant recommend any formats because i havent used or researched enough model formats

a good list of file formats can be found here

Share this post


Link to post
Share on other sites
MD2 stores the entire model multiple times as keyframes, between which good model renderers can interpolate easily. If you want a bone-based format, check out MD4.

All of these formats, of course, have the problem that they are id-typically just raw C structures written to a file, which means they're highly dependent on the platform's alignment, byte order and byte size.

-Markus-

Share this post


Link to post
Share on other sites
MD4? isnt that some addition to quake 3? what you would want is md5 not only is it ascii, which makes the endian-ness of the platform not matter, but it is skeletally animated and it should have a wider user base, i believe there are already max exporters for it (in fact im almost positive), whereas md4 is a format which exists only in later releases to quake 3 additionally theres no official file format released for it. On a similar note, where the hell is the quake 3 source code? ;-)

edit: ah, blender? i dunno

hope that helps
-Dan

Share this post


Link to post
Share on other sites
Quote:
Original post by Ademan555
MD4? isnt that some addition to quake 3? what you would want is md5 not only is it ascii, which makes the endian-ness of the platform not matter, but it is skeletally animated and it should have a wider user base, i believe there are already max exporters for it (in fact im almost positive), whereas md4 is a format which exists only in later releases to quake 3 additionally theres no official file format released for it. On a similar note, where the hell is the quake 3 source code? ;-)

edit: ah, blender? i dunno

hope that helps
-Dan


As ademan555 said try to find a model format that uses ascii and not binary. I have coded on Mac and you will have to worry about endianess issues. If you don't need animation .obj are great for this. I think .md2 will have to be byte swapped due to it has ints for variables in the struct...

Share this post


Link to post
Share on other sites
Yeah i reccomended MD2 simply because its easy, it will indeed need to be byteswapped. I again, would point you all to MD5's as their ascii so endianness is not an issue, and its a skeletally animated format with exporters already there for max iirc. Hope that helps
-Dan

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
The Quake3 source release has been delayed again because the engine is still being licensed.

It's not really fair to sell something and then give it away a short while later.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
      628333
    • Total Posts
      2982138
  • Similar Content

    • By DejayHextrix
      Hi, New here. 
      I need some help. My fiance and I like to play this mobile game online that goes by real time. Her and I are always working but when we have free time we like to play this game. We don't always got time throughout the day to Queue Buildings, troops, Upgrades....etc.... 
      I was told to look into DLL Injection and OpenGL/DirectX Hooking. Is this true? Is this what I need to learn? 
      How do I read the Android files, or modify the files, or get the in-game tags/variables for the game I want? 
      Any assistance on this would be most appreciated. I been everywhere and seems no one knows or is to lazy to help me out. It would be nice to have assistance for once. I don't know what I need to learn. 
      So links of topics I need to learn within the comment section would be SOOOOO.....Helpful. Anything to just get me started. 
      Thanks, 
      Dejay Hextrix 
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
       
       
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
      Thanks!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
      Thanks.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
  • Popular Now