• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
3Ddreamer

3DS File Format - Why?

2 posts in this topic

I read about someone insisting on 3DS file format for game development during the middle stage work on 3D objects. The end file format is X, which confuses me all the more. Is there any possible advantage to this? Could the naming conventions help a little toward performance being limited to 8 characters?

Where to put this thread I had no clue.



3Ddreamer Edited by 3Ddreamer
0

Share this post


Link to post
Share on other sites
Assuming 3D Studio Max, the engine developer may have several reasons.

The first that jumps to mind would be that the tools are not fully functional; if the final format is buggy but the generic unoptimized libraries work fine, then keep your data working properly. Alternative reasons include there are debugging tools available, or there are profiling tools available, or there is metadata available, or there is some other compelling reason for that developer to stick with the source data at that point in time.

As for the file name, no, there is no penalty for using longer file names on modern operating systems. The extra nanoseconds spent on the processing are less than the time it takes to read the file name to memory, and both are dwarfed by the time it takes for the disk to actually read anything.
0

Share this post


Link to post
Share on other sites
[quote name='frob' timestamp='1344916003' post='4969302']
Assuming 3D Studio Max[/quote]3DS Max hasn't used the 3DS format in over 2 decades. Like OBJ, it's an out of date legacy format.

Post reminds me of me in my early days when I had no net access and file loading was still beyond me. I used GIF for everything because I had working GIF code someone had given me on FIDONet.

So it sounds like someone is clinging to old code, or old tools. With 8.3, maybe it's an old DOS tool! Could be that the code assumes 8.3 for the files, and has a hard coded char array check for the extension. Edited by Daaark
0

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  
Followers 0