Horde3D

Next-Generation Graphics Engine
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PostPosted: 15.04.2008, 14:46 
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Joined: 10.04.2008, 11:17
Posts: 6
Hello,

I know of 2 editors that create outdoor scenes or worlds. Has anyone used either of these? How hard is it to use a different xml format with Horde3D?

Grome is Popular and used by Big Game Developers,
http://www.quadsoftware.com/index.php?m ... sec=editor

Freeworld3D is $30.00 but it's really nice.
http://freeworld3d.org/

Thanks,
Chris


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PostPosted: 15.04.2008, 16:33 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
I've used neither of them. But what do you mean by a different XML format. The way the nodes are parsed are implemented in the different scene nodes and in the SceneGraphResource. If you want to use a completly different format I don't think it make much sense to create additional parsing methods since probably it would not fit well into the small and clean design of Hode3D.
The preferable way I think is to write another converter, that will transform the data from the modeling tool/editor you use to the Horde3D one's. I think depending on the source data format this should not be too complicated, since you can use the collada converter as a reference.


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PostPosted: 15.04.2008, 19:15 
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Joined: 19.11.2007, 19:35
Posts: 218
If your application wants to parse an arbitrary xml format (or any other format) and create the relevant nodes and resources it's able to do that. My "environments" are squirrel scripts that create and load everything in the scene both logical and graphical.


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PostPosted: 15.04.2008, 19:29 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
You're right, of course you can do the parsing your way and use the api methods to build the scene graph.


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