Here is a preliminary spec:
http://www.leadwerks.com/post/GMFSpec.pdf
The idea is that you can load this straight into your engine, without any of the fiddling around that other formats require. I haven't got all the animation stuff down yet, but I am thinking about just having a set speed with one animation key per "tick", so you are always just performing an interpolation between two regularly-spaced keys (instead of animation keys with arbitrary placements).
There's support for pre-calculated binormal/tangent arrays, and the format can be extended by adding new "chunks" without breaking old loaders.
It's very similar to the .b3d file format, but the key differences are:
-Support for binormal/tangent arrays (required for bumpmapping)
-Support for an arbitrary number of texcoord arrays
-Vertex arrays are stored in the same sequence as they would be fed to the GPU, so you can read a whole array in one fast pass
-Animation keys are interpolated and stored in regular "ticks" instead of arbitrary times
-I intend to add support for pre-compiled Newton tree collision data, but this will be an extension of the spec, not part of the official format.
I intend to have a few exporters made for the format, and they will be free to use for any purpose.
http://www.leadwerks.com/post/GMFSpec.pdf
The idea is that you can load this straight into your engine, without any of the fiddling around that other formats require. I haven't got all the animation stuff down yet, but I am thinking about just having a set speed with one animation key per "tick", so you are always just performing an interpolation between two regularly-spaced keys (instead of animation keys with arbitrary placements).
There's support for pre-calculated binormal/tangent arrays, and the format can be extended by adding new "chunks" without breaking old loaders.
It's very similar to the .b3d file format, but the key differences are:
-Support for binormal/tangent arrays (required for bumpmapping)
-Support for an arbitrary number of texcoord arrays
-Vertex arrays are stored in the same sequence as they would be fed to the GPU, so you can read a whole array in one fast pass
-Animation keys are interpolated and stored in regular "ticks" instead of arbitrary times
-I intend to add support for pre-compiled Newton tree collision data, but this will be an extension of the spec, not part of the official format.
I intend to have a few exporters made for the format, and they will be free to use for any purpose.