I am interested in developing replacement technology for assimp which is the default method for initial max3d projects to load their geometry.
To start with I have some basic .b3d parser code in BlitzMax that I would like to evolve into something that can also:
manage embedded glsl chunks
manage embedded body joint networks
work closely with content chain providers
I would prefer the reference code be maintained in .bmx but if there really is a brilliant existing binary standard emerging am all ears...
<edit>
OK assimp does have collada, i'm back on track, all I have to do is work out how to switch -fexceptions for bmk builds...
To start with I have some basic .b3d parser code in BlitzMax that I would like to evolve into something that can also:
manage embedded glsl chunks
manage embedded body joint networks
work closely with content chain providers
I would prefer the reference code be maintained in .bmx but if there really is a brilliant existing binary standard emerging am all ears...
<edit>
OK assimp does have collada, i'm back on track, all I have to do is work out how to switch -fexceptions for bmk builds...