Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

112 Neutral

About SanePumpkins

  • Rank
  1. SanePumpkins

    File format for 3D Meshes and Animations

    The exporters on opengex.org aren't official, in the sense they weren't made by the tool they are for. Blender and AutoDesk seem to not really care about the format that much. I completely agree with your point about criticism, but I don't know of anyone who uses it and is content about it. People in this topic seem to recommend it without having ever used it themselves. This makes me a bit skeptical about the format. 
  2. SanePumpkins

    File format for 3D Meshes and Animations

    I read a bit about that, but it doesn't really seem to have a lot of support (there's a few unofficial exporters I suppose). I also read a lot of criticism on the way it stores stuff. (For example animations are part of a mesh)
  3. SanePumpkins

    File format for 3D Meshes and Animations

    It seems like I will go with COLLADA (.dae) because FBX is proprietary and has no C bindings. 
  4. SanePumpkins

    File format for 3D Meshes and Animations

      I am working with OpenGL, so I can't use the X file format.    I thought about using assimp, but I heard it looses quite a bit of information.
  5. I am quite new to the 3D-part of rendering. I was wondering what'd be the best way to load and display animated models on the screen. Searching the Net, I found a lot of people recommending to write a custom file format for the models and the animations.    This seems like a pretty complicated task, and I was hoping if there were any documentation available on the subject. I didn't manage to find any myself. Furthermore, I was wondering if it would be better practise exporting to my custom file format from an intermediate file format, like FBX, or write a Maya or Blender exporter.    If anyone could help me out with these questions, that'd be awesome.    Thanks in advance!
  6. SanePumpkins

    Skeletal Animation - Basics

    Okay thanks for the information so far. Does anyone know of any simple (simple for importing - not too much bells to it) file formats that support skeletal animation?
  7. SanePumpkins

    Skeletal Animation - Basics

    I'm trying to understand how skeletal animation works, but I'm having some trouble.    From my understanding, there are simply different joints with a relative position to each other. There is one 'root' joint for the universe, which is basically the universe' origin. Then there is a hierarchy where every joint has a distance from that parent joint, and an angle. Every joint could have multiple child joints, and has limits on how big the angle of the child joints can be. Is my understanding correct? It seems very computationally intensive to calculate such a thing.  
  8. SanePumpkins

    Any Detailed Tutorials?

    Yeah, at the moment I am looking into Unity. I think it should be possible in Unity, despite it not having APEX, it can still turn out nice. I'll look into Havok in a bit. I wanna check out all possibilities and then select the one that I feel is the best.    If I'm capable of writing a game from scratch, the answer is simple. I'm not. I am mostly doing this to get experience. 
  9. SanePumpkins

    Any Detailed Tutorials?

    Do you know of any open source games or samples that use APEX and/or PhysX?
  10. SanePumpkins

    Any Detailed Tutorials?

    I have a brilliant idea for a game, and I do know how to write stuff like AI and server connections as well sessions.    I haven't got much experience with rendering and that kind of stuff, which is kinda an important thing when programming a game. I am looking for tutorials on creating a game engine that supports APEX and PhysX. I do really see these 2 as a requirement. I don't really mind if it requires any other 3rd party software, especially if that means less work and code that's probably optimized better than if I would have done it.    The reason I'm not using an already existing engine, like the Unreal Engine, is simply because they are too limited. The online does not fit my needs. I have experience creating 2D games in OpenGL. (I do have a lot of other experiences, but none related to Game Development)   I Googled around to see if any of these tutorials exist, but it doesn't seem like it. Most of them are about how to use the PhysXLab or other utilities, which is not what I'm looking for. (But of course still very useful, after I've actually implemented all libraries. )   Does anyone know of a tutorial like this, or maybe wants to start one?    Thanks in advance! 
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!