Game Model Format

BlitzMax Forums/BlitzMax Programming/Game Model Format

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Updated the spec, and I have found someone for a MilkShape exporter (just to get it started).

I have done away with all submesh/surface conventions. I found in the past with Blitz3D that this caused a lot of problems with physical properties per material...for example, if a surface has a glass material, you don't want it to occlude line-of-sight tests, but what if another surface on the same mesh is a wall? The same problem occurs in my engine's physics system. So there's one material per limb/mesh/entity, and I have not regretted that decision yet.