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sdkmesh

Started by 51mon Jul 2, 2007 at 7:40 AM 1 replies 5.5k views
Original Post
51mon
51mon
I’m currently developing a hobby engine. At the moment I don’t have any plans to make the engine commercial but the ambitions are high. I found that they were using a new file format when handling meshes in the SDK (.sdkmesh). A sign warns that this new format is not recommended for shipping titles. Should I use this format or something else? What are the arguments? Thanks
jollyjeffers
jollyjeffers
My interpretation is that sdkmesh was just an intermediary format whilst D3DX10 gets fixed up.

The story around sdkmesh/x file formats isn't entirely clear - I get the feeling no one (on the MS side) really wants them and they're more a necessary evil than a genuine 'feature' of the platform/SDK. It was mentioned a few times that most professional studios have their own content pipelines and tools for handling mesh data so it's not really something the big fish are too bothered about.

Ultimately the decision really needs to be made based on your expected content creation tools and pipeline. Which 3rd party products are you using, what sort of data are you storing, how do you want to manipulate it, which file formats are available etc..etc.. Don't just pick sdkmesh/x because it's included by default with the SDK.

hth
Jack
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51mon
51mon
Quote:
Original post by jollyjeffers
My interpretation is that sdkmesh was just an intermediary format whilst D3DX10 gets fixed up.

The story around sdkmesh/x file formats isn't entirely clear - I get the feeling no one (on the MS side) really wants them and they're more a necessary evil than a genuine 'feature' of the platform/SDK. It was mentioned a few times that most professional studios have their own content pipelines and tools for handling mesh data so it's not really something the big fish are too bothered about.

Ultimately the decision really needs to be made based on your expected content creation tools and pipeline. Which 3rd party products are you using, what sort of data are you storing, how do you want to manipulate it, which file formats are available etc..etc.. Don't just pick sdkmesh/x because it's included by default with the SDK.

hth
Jack


Yeah, that’s true. Currently we are a very small team, just me and an artist. The scene is therefore quite limited. My main driving force is to show off rendering techniques. The artist is mostly using Photoshop and Maya. I think the x-file format was working ok before. Maybe someone has some other format to recommend.

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