m3d pipeline

BlitzMax Forums/BlitzMax Programming/m3d pipeline

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I am interested in developing replacement technology for assimp which is the default method for initial max3d projects to load their geometry.

To start with I have some basic .b3d parser code in BlitzMax that I would like to evolve into something that can also:

manage embedded glsl chunks
manage embedded body joint networks
work closely with content chain providers

I would prefer the reference code be maintained in .bmx but if there really is a brilliant existing binary standard emerging am all ears...

<edit>

OK assimp does have collada, i'm back on track, all I have to do is work out how to switch -fexceptions for bmk builds...