Roadmap question...

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frostbyte
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Roadmap question...

Post by frostbyte »

i've seen that the "write OpenGex parser" task is still on ogre2.1 trello TODO list...
maybe its better to replace OpenGex with this?...https://www.khronos.org/gltf

the list of big companies supporting glTF and the eco-system evolving around it makes me believe that its slowly becoming some kind of an
industry FOSS adopted standard...https://github.com/KhronosGroup/glTF
the woods are lovely dark and deep
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and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
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dark_sylinc
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Re: Roadmap question...

Post by dark_sylinc »

Well there's two points on OpenGEX:

1. The spec is REALLY good. It contains the data exactly how a game engine programmer needs, in the way we would expect. In a very simple way. glTF simply is not. I think it's very clear that who designed OGEX vs the people who designed glTF came from very different backgrounds.
Plus, glTF seems to aim at being a runtime asset format (i.e. replace our .mesh format). OpenGEX aims at being an interchange format (i.e replace our .mesh.xml format). That's a big difference.

2. The main decisive factor is that OpenGEX comes with 3 exporters: Maya, 3DS Max and Blender, and they're all very good ones. A quick google reveals glTF only has a Blender exporter, correct me if I'm wrong.
frostbyte
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Re: Roadmap question...

Post by frostbyte »

hmmm, how did i miss that...so many converters, loaders and big words ...but no direct support from DCC tool companies
i guess AutoDesk and alike would probably never support this in their products because of politics and business strategies
sorry, i'm not an artist, thanks for emphasizing that Exporters are much preferable over Converters..it make sense...

the spec does look complex but i'm not sure if the fact that it was created as a runtime format should be an issue( on the contrary )
anyway, you are right-on the fact that it does'nt really solve the ogre<-->DCC tools issues.

just found this on github candy store...
https://github.com/paul-z/ogre-ogex-importer
its for ogre2.1 mesh, but unfinished( no material, skeleton or animation... ) and i don't even know if it works

thanks for your attention and feedback
have a great new year( 2017 already? ) :D
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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