• 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
Prot

Efficient way to read .obj files in Visual Studio 2013

5 posts in this topic

Hi there,

 

so I started out exploring the world of OpenGL using VS 2013,

 

When it came to reading .obj-files my plan was to open it as a filestream, read it linewise....In order to do so I wanted to Drag and Drop the file into the solution explorer. But then I accidentally dropped it somewhere else and then I had a serious DUFUQ moment.

 

It seems that VS is able not only to interpret .obj files but also to visualize them in a manner, like Autodesk's tools do. This leads me to the following question.

 

Does that mean that there are some libraries, prebuilt methods or something like this that would make it needless to write custom methods in order to let's say reading the vertex data?

 

What are those "libraries"? Where do I find them? And most important can I use them for my own purposes?

0

Share this post


Link to post
Share on other sites

There probably are, but writing your own .obj file loader is a good challenge :). I wrote my own some time ago, and I even have my own model format now xD.

 

I used stdio's FILE to load the file line by line, and then check if the line starts with "v" (for the verticies), and if yes, it used fscanf to get the rest of the data in the line :).

1

Share this post


Link to post
Share on other sites

^ +1

 

Usually obj, 3ds, fbx... are used as "interchange" formats so you can easily transfer/edit across multiple programs since they are well known/supported for import/export, but for your project/game you want to use your own binary format structured in a way that holds only data relevant for your needs, you can even merge multiple models/textures/whatever files in one file to reduce disk I/O count and make it even faster on load.

0

Share this post


Link to post
Share on other sites

While stating the obvious you do not seem to provide awnsers but to raise even more questions biggrin.png

 

I assume AAA titles also use formats of their own. However I wonder how they create them. I mean do they write plugnis for Autodesk's tools? I am pretty sure they use Autodesk, I mean writing their own modeling tools would produce a huge and unnecessary overhead, wouldn't it?

0

Share this post


Link to post
Share on other sites

I am pretty sure they use Autodesk, I mean writing their own modeling tools would produce a huge and unnecessary overhead, wouldn't it?

 

It isn't a choice between Autodesk and nothing! smile.png  Many modeling programs support import and export plugins. But, as you suspect, it's likely that the application's import routine is more efficient with a custom format that supports the internal loading or data storage requirements.

 

With regard to overhead (producing your own tools): if you haven't coded file loading routines before, and the OBJ format meets your needs, writing an import routine for that format is the best route as the format is relatively straight-forward, and the exercise will provide you with good IO coding experience.

 

Note that, in the future, you may need to import modeling data that OBJ does not support (e.g., animation). Another choice, then, is to select a more complex format that supports both static and animated models.

Edited by Buckeye
2

Share this post


Link to post
Share on other sites

What are those "libraries"? Where do I find them? And most important can I use them for my own purposes?

 

As no one aswered to this part yet, I guess I'll have to do it. :D

 

Of course there are libraries available allow you to load OBJs (and lots of other formats as well). [url=http://assimp.sourceforge.net/]Assimp[/url] and the [url=http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847]FBX SDK[/url] just to name a few.

You still have to create your buffers but these libraries allow you to easily access the vertex data.

1

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