Data Organization in Custom 3D Mesh File Format

Bunkai.Satori
  • Data Organization in Custom 3D Mesh File Format Bunkai.Satori

    After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game.

    I will need to export the following:

    • Vertices
    • Indices
    • Normals
    • UVs
    • Material Information
    • Animation information (no clue, how to import it)
    • Collision mesh
    • Game Properties defined within 3D authoring tool (object intelligence, aggressivity, etc..)
    • ..another assets..

    Can I kindly ask for a hint, how to construct my custom file format. How to organize data within my files, please? Does anoybody have a good adivce on exporting animation information, especially when the mesh changes its geometry?

    I would be thankful for advices that could point me into right direction. It would be nice to save some time instead of wasting it on incorrect approaches.

    I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++.

  • Because, I haven't received any answer so far, to provide you with some solution, let me tell you how I solved it.

    In the beginning, I use text file format. It is easier to read and debug my application. The text format is based on WaveFront .obj file architecture, and I simply add the tags, as needed.

    When I have complete text file format, I will create binary format, that will reflect the data stored directly in my application, so I will minimize the need for parsing, to make the format as fast as possible.

Tags
opengl c++ opengl-es 3d-meshes
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