![]() ![]() The first formats used for asset exchange were Wavefrom. To better understand why, a list of previous attempts will be explained and why they failed. Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time. The surprise, though, is how good this format is for video game asset exchange. Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The reasoning behind this late feature addition is that, now that we released 3.0 alpha1, users need more content to test with the new 3D engine. Today, this format was added to Godot, which now supports the full specification. GlTF 2.0 was introduced two months ago by Khronos, the body behind Vulkan and OpenGL. ![]()
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