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 ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
