I'm wondering how to create a file format, for say, meshes.
I've looked around on the net but I have not found anything telling how.
Anyone know of articles/tutorials
The .x file should be enough in the beginning. Generally graphics formats are defined by the editor they come from and there is example code to read the big ones (maya and 3dsmax). Otherwise export as .x and then read into your program
If you check out the .X file-format reference pages there is some information on how you can add additional templates (and appropriate information) and still have it handled appropriately.
As ZMan said - the major formats are fairly well documented should you want to use them.
However, a lot of games will employ their own proprietary format for various reasons (which is why you'll find things like MD2/MD3) - such as eliminating redundancy or optimizing load times. Many of these can (or are) implemented via scripts/plugins for the big 3D modelling tools (e.g. via MAXScript).
The reason I was asking is because in one of the articles I was
reading, the author mentioned that loading an .X file in one case
took around 2-3 seconds where his custom format took < 300ms.
At a guess that would be a benchmark of text-based .X files (they can
come in either ascii/binary form). I've never had an .X file take that
long to load - even when I was using ascii formats and VB6
The reason I was asking is because in one of the articles I was
reading, the author mentioned that loading an .X file in one case
took around 2-3 seconds where his custom format took
< 300ms.
Creating your own file formats?
push_ebx
The .x file should be enough in the beginning. Generally graphics formats are defined by the editor they come from and there is example code to read the big ones (maya and 3dsmax). Otherwise export as .x and then read into your program
http://www.wotsit.org/search.asp s=game has a list of lots of them
VBScriptor
If you check out the .X file-format reference pages there is some information on how you can add additional templates (and appropriate information) and still have it handled appropriately.
As ZMan said - the major formats are fairly well documented should you want to use them.
However, a lot of games will employ their own proprietary format for various reasons (which is why you'll find things like MD2/MD3) - such as eliminating redundancy or optimizing load times. Many of these can (or are) implemented via scripts/plugins for the big 3D modelling tools (e.g. via MAXScript).
hth
Jack
Roger Jennings
At a guess that would be a benchmark of text-based .X files (they can come in either ascii/binary form). I've never had an .X file take that long to load - even when I was using ascii formats and VB6
Jack
QuantumArchitect
< 300ms.