Irrlicht's OWN file formats?
Posted: Fri Nov 11, 2011 1:41 pm
Hi folks,
In my opinion one of the biggest shortcommings of Irrlicht is lack of its own file format, which gives rise to a chain of other problems.
Apart from better support for material shadders, this is probably the single most important factor why Irrlicht engine may be rejected by a client for a serious game/application.
For instance, I work as a professional 3D developer for a multi-national company, and recently we had to choose Ogre over Irrlicht for a project just due to lack of own file-format in Irrlicht, and thus lack of DCC tools and limitations of skeletal/morph animation etc.
Is anyone working on this?
If not, I hereby propose to start a project to:
1. Define Irrlicht's own file format.
2. Write exporters for the format for all major DCC tools, or at the very least for 3dsMax and Blender.
3. Write the loaders for the format to integerate with Irrlicht core..
4. Add shader/material support as well as bone/morph animation support etc.
I can manage to dedciate some time regularly for the initial development, however, I personally lack any experinece of writing exporters for 3dsMax etc. so we need to build a team with at least 2-3 people.
Anyone interested?
In my opinion one of the biggest shortcommings of Irrlicht is lack of its own file format, which gives rise to a chain of other problems.
Apart from better support for material shadders, this is probably the single most important factor why Irrlicht engine may be rejected by a client for a serious game/application.
For instance, I work as a professional 3D developer for a multi-national company, and recently we had to choose Ogre over Irrlicht for a project just due to lack of own file-format in Irrlicht, and thus lack of DCC tools and limitations of skeletal/morph animation etc.
Is anyone working on this?
If not, I hereby propose to start a project to:
1. Define Irrlicht's own file format.
2. Write exporters for the format for all major DCC tools, or at the very least for 3dsMax and Blender.
3. Write the loaders for the format to integerate with Irrlicht core..
4. Add shader/material support as well as bone/morph animation support etc.
I can manage to dedciate some time regularly for the initial development, however, I personally lack any experinece of writing exporters for 3dsMax etc. so we need to build a team with at least 2-3 people.
Anyone interested?
