G3D SDK, Ideas Needed!
by Tom Bampton · in General Game Discussion · 07/23/2003 (6:40 am) · 21 replies
Howdy,
As promised in the Feature List thread, here's where I've gotten to with the G3D SDK.
* It's capable of loading and saving .g3d files and has a fairly good API for doing so. "All" (read: I may of missed bits) parts of the .g3d file can be accessed easily. Some things still need polishing, however.
* The file format is finally documented.
* The whole SDK is documented, generated from the source code with doxygen. This allows a much better reference material then the tutorial style docs of RE itself. I will be writing a couple of short tutorials, however.
* A prototype Milkshape exporter is mostly done. It doesnt support animation yet, though. This is being released seperately as a binary for now (can't release source code till the G3D SDK is done)
So, where to go from here? Well, I've kinda lost my direction a bit. The following things are planned:
* .3ds -> .g3d converter. This will be a standalone program that will allow you to export files as .3ds from your modeling program and convert them to .g3d. Not entirely sure who's going to work on this yet, it may end up me depending on time.
* Milkshape Importer, to load .g3d files into Milkshape.
* Full integration of the G3D SDK into RE ... e.g. RE will use it for loading .g3d files (this is a long way off since it requires major changes to RE, which I dont have time to do yet)
* Conversion of all current .g3d exporters (e.g. the MAX exporter) to use the G3D SDK (another thing that's a long way off since I don't have MAX)
* Replacement .g3d file format to get rid of the annoyances and limitations of the current format. This is also a long way off.
Also, someone suggested a Maya exporter. If someone wants to volunteer to write it (I don't have Maya so I cant do it myself) then let me know and I'll help as much as I can.
How will this be released? It's currently seperate from RE. I will be integrating it into the base RE at some time in the next couple of weeks, probably after Chris has got RE 1.2 out. This means you'll probably have to wait for RE 1.3 for the whole thing, but parts of it I'll release early. Also, if anyone wants to work on a converter/exporter, I will send them the G3D SDK to make it easier on them. For everyone else, the only real benefit to them is the tools produced with it, and they are being released seperately.
So, anyway. If anyone has any ideas that they want added, reply to this thread. I have about a week of code cleaning and finishing off to do, before its ready for general use.
Tom.
As promised in the Feature List thread, here's where I've gotten to with the G3D SDK.
* It's capable of loading and saving .g3d files and has a fairly good API for doing so. "All" (read: I may of missed bits) parts of the .g3d file can be accessed easily. Some things still need polishing, however.
* The file format is finally documented.
* The whole SDK is documented, generated from the source code with doxygen. This allows a much better reference material then the tutorial style docs of RE itself. I will be writing a couple of short tutorials, however.
* A prototype Milkshape exporter is mostly done. It doesnt support animation yet, though. This is being released seperately as a binary for now (can't release source code till the G3D SDK is done)
So, where to go from here? Well, I've kinda lost my direction a bit. The following things are planned:
* .3ds -> .g3d converter. This will be a standalone program that will allow you to export files as .3ds from your modeling program and convert them to .g3d. Not entirely sure who's going to work on this yet, it may end up me depending on time.
* Milkshape Importer, to load .g3d files into Milkshape.
* Full integration of the G3D SDK into RE ... e.g. RE will use it for loading .g3d files (this is a long way off since it requires major changes to RE, which I dont have time to do yet)
* Conversion of all current .g3d exporters (e.g. the MAX exporter) to use the G3D SDK (another thing that's a long way off since I don't have MAX)
* Replacement .g3d file format to get rid of the annoyances and limitations of the current format. This is also a long way off.
Also, someone suggested a Maya exporter. If someone wants to volunteer to write it (I don't have Maya so I cant do it myself) then let me know and I'll help as much as I can.
How will this be released? It's currently seperate from RE. I will be integrating it into the base RE at some time in the next couple of weeks, probably after Chris has got RE 1.2 out. This means you'll probably have to wait for RE 1.3 for the whole thing, but parts of it I'll release early. Also, if anyone wants to work on a converter/exporter, I will send them the G3D SDK to make it easier on them. For everyone else, the only real benefit to them is the tools produced with it, and they are being released seperately.
So, anyway. If anyone has any ideas that they want added, reply to this thread. I have about a week of code cleaning and finishing off to do, before its ready for general use.
Tom.
Torque 3D Owner Tom Bampton
There is no updated Milkshape exporter. Well, at least, I'm not sure if there is. I am fairly sure I've done some work to it since the last RE release.
I've uploaded the last exporter I built from my MS3D directory to www.burntwasp.com/re/msG3DExporter.dll
No gurantees on the state of it, and definately do not enable animation or you wont get a usable export. I got called away to other projects before I could finish the exporter. However, in theory at least, this should be a tad better then the older one.
T.