I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes?
In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language...
For got to mention, the engine is based on OpenGL...
Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives you some help on writing a parser (see bottom of link), but the example doesn't support lighting and texture mapping (the second set of example code allows for animation). Thanks @Neverender for answering my question...
No, nor did the MD3 format used in Quake 3. As far as I know, skeletal animation was introduced as recently as id Tech 4 and the MD5 model format.
The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game. When I attempted doing this method with my GLM(model loading library by nate robins) model, I get a segmentation fault in the debug, so I figured that it doesnt like the coordinate variables of the model. If i use blender to export my model as a collision file, what type of file should I use? I have heard of a .bullet exporter, but i dont know hot to integrate this python script into my Blender 2.5 program.
well... I'm building the animation system of my game engine (the skeletal and skinned animation stuff), and I came to a point where I added so much functionality in the frame and node structures... know if my speculations are ok, as I don't have much experience with 3d animations yet. I want to make a well decision as any option I choose would require a lot of work to get it to render and I... them to be attached to the node in most cases, even if I allow setting global lights to the scene. @Nicol: Yes that's what I'm trying to figure out. You can see the code doesn't rely on any hardware
positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from..., that will let me import 3d meshes into my game, ready to use? The solution/middleware should be: easy to use easy to port efficient not consuming too much memory with unnecessary things containing all the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does
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... 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... 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++.
I'm writing a game engine which is going very fine. However, I'm now posed with handling textures. My Engine is in 2D, for simplicity reasons mostly to get a good idea of how to work with OpenGL. I do this in C++, and I have a hierarchical set-up when it comes to classes. There's a base class and some other classes derive from that. So now I'm onto the part where I want to load up some textures..., but simply put: SceneManager loads the file resources/maps/dungeon3Interor.msf (msf being a custom map format (MSF stands for M age S cene F ile ). The MSF file refers to a tilset. SceneManager loads
) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system... language, in my case Lua. On the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes in C++? If I do this in C++ won't I... them in lua. Now I have clear I'm going to write them in C++ and expose everything needed. Ussually only interfaces are exposed to lua, so I have come across that to export properties to be published
. I'm being told through various sources that ultimately you want to use formats like collada etc and convert them into a custom binary format optimized for your game. Is this absolutely necessary? I understand the idea, that parsing a large XML or some other ASCII format is going to be slower than reading a binary file type but is it really going to be THAT big of a performance hit if I don't? I...So I'm a brand new noob to the world of game dev and I'm starting off by trying to write my own game using C++ and openGL. I'm getting into loading models etc and while searching around for "the best
leverage it. My client is going to be written in C++ and I can use whatever language makes it easiest (I'm leaning towards Java) to make it happen on the server side. I plan on adding support for users... though I know it costs more in terms of overhead. On the service side, I'd like to use an authentication framework such as Apache Shiro to authenticate users against a MySQL database. I'm not sure... and if I can leverage Shiro's session features then that's a bonus. My real question is about the handshake between the client and server. If I use WS-Security isn't all that taken care of for me? Does