S
Silk.NET•2y ago
Maxine

write blender plugin, write 3ds max plugin that calls blender

write blender plugin, write 3ds max plugin that calls blender
14 Replies
Furball
Furball•2y ago
sounds like already too much effort
King
King•2y ago
.smf - Silk Model Format
Maxine
MaxineOP•2y ago
😭 that's already the acronym i use
chairclr
chairclr•2y ago
.bi - bad idea
Maxine
MaxineOP•2y ago
blender plugins are easy to make and you can copy the existing obj exporter's code
chairclr
chairclr•2y ago
we should have our own competing standard
Perksey
Perksey•2y ago
the thing is most engines don't use assets in their original form at runtime, i know back when i used silk.net i had an ahead-of-time step that would convert everything into my engine's data structure so there's less work to do at runtime
Maxine
MaxineOP•2y ago
yep XNA has its own asset format unity does too and unreal
chairclr
chairclr•2y ago
flashbacks auh
Perksey
Perksey•2y ago
and with that architecture you can do whatever, your ahead-of-time step can use any tooling and could even be in a different language if you wanted
Maxine
MaxineOP•2y ago
everything gets baked when you import it into the editor
Perksey
Perksey•2y ago
in that respect the material shader graph thing makes sense, as you just generate a shader at import time
Maxine
MaxineOP•2y ago
unfortunately blender shadergraphs don't make for performant game shaders :P
Perksey
Perksey•2y ago
convert it to SPIR-V, convert that to LLVM, and let LLVM's optimization passes go nuts haha

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