Hi again!

>> Another option would be to load world geometry, uvmapping, etc. and physics
>> data from Collada format through a more comprehensive custom loader, leaving
>> to CS map format only basic engine initialization or specific features (if
>> needed). I'm not sure if the work in progress on the Collada plugin by Scott
>> Johnson would accomplish to or simplify this task (the on-the-fly mode...).
>> What sounds interesting on this approach is to stick on a standard for 3D
>> data.
>>     
>
> From what I gather that should be doable (Scott, am I not mistaken?).
>
> However, from a performance point of view it would probably be better to
> use CS' native format for world data.
>
>   
This is definitely possible, and actually the major part of what I'm 
working on right now. Basically, the COLLADA conversion system is a 
customized loader. Ideally, the user would convert things offline (i.e. 
run the conversion tool that I'm developing in parallel) to convert the 
maps/models ahead of time to CS format, then load them using the 
standard map loader. The reason I brought up the on-the-fly mode is that 
the way I understand the problem, this seems a more robust solution - 
load the physics right away into the system at the beginning of runtime 
- it wouldn't matter whether it's a COLLADA or CS file that it's loading 
from. However, that said, I do agree with res that from a performance 
standpoint, it's probably better to go with the CS format.

Does this answer your question?


~Scott


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