3D文件格式的游戏 [英] 3D File Formats for Games

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问题描述

我开始使用 XNA 搅拌机,我试图找到质量好的,最新的是在游戏开发中使用的各种3D文件格式的信息。

I'm getting started with XNA and Blender and am trying to find good quality, up to date information on the various 3D file formats that are used in game development.

显然,很多游戏都开发了多个和自定义3D文件格式,但我感兴趣的是使用较为普遍支持的格式选择一个很好的解决方案。

Clearly many games are developed with multiple and custom 3D file formats, but I'm interested in choosing a good solution using a more commonly supported format.

什么是最流行的格式,什么区别呢?

What are the most popular formats and what distinguishes them?

注意理想的情况下,他们应该支持动画,但我也有兴趣在其他格式可用于构建地图或静态对象。

NOTE Ideally, they should support animations, but I would also be interested in other formats that might be used for building maps or static objects.

推荐答案

在XNA,试图在自己的(特别是加载的数据格式)做任何判罚比生活在支持马上在的那些缺陷要高得多架子,至少这就是文档的样子,而我从别人谁弯曲内容管道高昂的代价来支持他所需要的(运行时的几何代)和我所信任的人知道他正在做什么听到。所以我想.X和.FBX是pretty的多会是它。他们都支持骨骼动画,我觉得也顶点morping。我不太确定哪些功能究竟Blender是能够导出到他们,但我可以看看,如果你喜欢。

In XNA, penalty of trying to do anything on your own (load data formats in particular) is much higher than living with imperfections of the ones supported right off the shelf, at least that's what the documentation looks like, and what i heard from someone who bended the content pipeline dearly to support what he needs (runtime geometry generation) and whom i trust to know what he is doing. So i guess .X and .FBX are pretty much gonna be it. They both support skeletal animation, and i think also vertex morping. I'm not exactly sure what features exactly Blender is able to export into them, but i can look into it if you like.

搅拌机2.5将终于有良好的Collada支持(当前没有电枢和多种方式被打破),和Autodesk提供的Collada℃的好工具; - > FBX转换

Blender 2.5 is going to finally have good Collada support (current one doesn't have armatures and is broken in multitude of ways), and Autodesk provides a good tool for Collada <-> FBX conversion.

如果你看看周围的嗜好开发社区,你会看到,id Software的数据格式都相当受欢迎。一方面的MD2和MD3顶点变形的角色动画的格式,MD5骨骼动画格式,其需求明显包括的上方,在另一方面BSP的文件格式,它描述游戏级别

If you look around hobby development community, you'll see that Id software data formats are quite popular. On the one hand the MD2 and MD3 vertex morphing character animation formats, MD5 skeletal animation format, whose needs are obviously covered by the above, and on the other hand the BSP file format, which describes game levels.

这说明了BSP的一件事是,一个好的编辑器是可用的(GTKRadiant和衍生产品)。这是一种可以剔除隐藏几何一种高效的格式。然而,在XNA构建自定义形状的运行成本显著,以及与这些格式的限制是相当温和的64K顶点和64K多边形,在整场比赛中的水平,这是一件好事,你可以倾倒到显卡现在也没有业绩下滑将是明显的。所以,你不直接支持它得到什么好处。

One thing that speaks for BSP is that a good editor is available (GTKRadiant and derivatives). This is an efficient format which can cull hidden geometry. However, the runtime cost of building custom geometry in XNA is significant, and with the limits of these formats are quite modest at 64k vertices and 64k polygons in the whole game level, which is something you can just dump onto the graphics card nowadays and no performance drop will be noticeable. So you don't gain any benefit from supporting it directly.

我怀疑有任何强大的,现代化的,可用的格式和工具,剔除优化级设计,其性能优势将转化为XNA。

I doubt there are any powerful, modern, available formats and tools for culling-optimized level design, whose performance benefits would translate into XNA.

的几个环节,你可能想看看,如果你还没有的话:

A couple of links you might want to check out, if you haven't already:

<一个href="http://www.$c$cplex.com/johnnylightbulb/Wiki/View.aspx?title=3D%20World%20Studio%20Content%20Pipeline&referringTitle=Home">3D世界工作室内容管道

地震端口

所有无人维护而过时,不知道如何优化与否。

All unmaintained and out of date, no idea how optimized or not.

这篇关于3D文件格式的游戏的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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