I'm fairly new to game development, played around with xna before and just learning OpenGL & c now and I'm interested to know which c/c++ based model animation libraries are out there and which you would recommend? I don't have any particular model format in mind yet but probably a format that is supported by a free modelling tool like Blender.
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... Thanks 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
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...Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices 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
, only to find out that they use 7 blend weights where as Ogre has a max limit of 4. I don't know much about modeling and animation (which is why I purchased the art) but just from thinking, it is probably fairly difficult to change something like this in the model without having to reanimate it. So this led me to think about a custom model format. I know the basics of what is stored, verts/polygons/etc, but I am wondering if this is something I am right in thinking I probably need to do? If so, are there any good resources on developing a custom model format? Tutorials/samples/anything would
I'm trying to make a simple 2D animation file format. It'll be very rudimentary: only an XML file containing some parameters (such as frame duration) and metadata, and some images, each representing a frame. I'd like to have the whole animation (frames and XML document) packed in a single file. How do you suggest I do that? What libraries are there that would allow easy access to the files inside the animation file itself? The language I'm using is C++ and the platform is Windows, but I'd rather not use a platform dependent library, if possible.
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++. ...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
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.
which I don't want to use in my program. And the remaining tutorials use md2 which is not supported by Blender. So can anyone guide me which file format to use for exporting 3D model and how to load that in my OpenGL program? Also how can I animate that model? Is it possible to add extra effects like tone mapping after it has been loaded in the c++ program using OpenGL? if yes then how? P.S. I am...I have created a model in Blender. Now i want to read that 3D model in my c++ program. I figured that a model can be exported to various file formats e.g. .obj, .3ds or COLLADA and then can be read
I'm currently writing a 3D game in C++ with OpenGL and I'm coming to the part where to load 3D models in. Therefore I'm looking for popular file formats and techniques to display static meshs and render animated meshs. I've already found quite a large number of possible formats and techniques, like keyframe animations, skeletal animation, MD2 up to MD5, 3DS, X, Collada etc. pp. For simplicity I'd like to use a format (and technique) that allows both, namely static and animated meshs. So my question is if one format is suitable for that task and which one you'd suggest. And to clarify
I'm looking for the most capable C++ model loading API. So far I've found tons of ply, obj, and other such file format loaders. But the libraries I've found tend to load just one model type, and this requires you to learn quite a few api interfaces? Is there One API To Load Them All, One API To Parse Them, One API To Bring Them All, And In the Vertex Buffer, Bind Them?