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Anddos

no books on c++ model loading ?

7 posts in this topic

Why is there no programming books on c++ 3d model loading with bones and animation , most just cover the directx functions which i don't want to use,why is it such a secret anyway?
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[quote name='Anddos' timestamp='1324340992' post='4895547']
Why is there no programming books on c++ 3d model loading with bones and animation , most just cover the directx functions which i don't want to use,why is it such a secret anyway?
[/quote]

Well, probably since there are a whole bunch of different types of mesh formats which come and go every so often, and each of those has a different structure

Really, if you want to load in assets you just need to find a good description of the format of said asset (which is freely available online for a lot of formats) and some basic file IO knowledge in your language of choice, writing a book about the subject would be a bit much

There's nothing secret about it at all...
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[quote name='Anddos' timestamp='1324340992' post='4895547']
Why is there no programming books on c++ 3d model loading with bones and animation , most just cover the directx functions which i don't want to use,why is it such a secret anyway?
[/quote]
Probably because it's a highly specific topic with a very limited interest. Don't get me wrong, there is quite a bit to loading and displaying models -- but just the formats and parsing them is laborious and boring more than 'complex'. Writing a book on the subject would probably not help much as it is already covered in various [i]other [/i]books -- implementing your own shouldn't be much more than choosing a format, finding out its structure and start hammering away on your very own parser.

Any particular question you'd like to ask?
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As the others say theres so many formats and you dont realy need a book for the formats.. read their docs and see how they are built up..

There is however some books that explains skeleton and animation systems.. eg. Game Engine Architecture by Jason Gregory has a animation system chapter..
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Someone on this forum should write a book, there is so many indy devs out there that are looking for this information and we always come back to the stupid .x format.
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Here is a rather old one [url="http://www.amazon.com/Focus-Models-Premier-Press-Development/dp/1592000339"]http://www.amazon.com/Focus-Models-Premier-Press-Development/dp/1592000339[/url]

But my advice is just to use existing formats like FBX, as they can be exported from lots and lots of tools and are easy to extract from. Once you get to the point of efficiency you can then write a simple converter that will convert all your fbx data into something more efficient for you particular engine. OR even go as writing your own script for your favourite 3d program.
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