[_] How do I get there?
Ben Reed
benreed83 at yahoo.com
Tue Jun 3 16:07:45 BST 2008
"not require downloads by the user (no plugins like cult 3D etc)" Im afraid this won't really be possible. Any kind of 3D web technology will require a plugin of some kind, it has done even since the days of VRML, you may want to redefine this as to use the most common plugins so that no extra plugins are required, Java or Flash being the most common ones, installed on 90% of machines. I would stick with whats around and maybe tweak that to be honest, i dont see the benefit in reinventing the wheel. Papervision 3D has Collada support so models can be created and out put from just about and 3D modelling environment. Trying to build a render engine to play nice with every browser, every graphics card and every possible set up is a huge HUGE task. But thats just my opinion :) Good luck if you do take the plunge! -------------------------------- Ben Reed web: wintertwilight.co.uk mobile: 07740194612 ----- Original Message ---- From: AdrianShipp <Adrian at flagshippanimation.co.uk> To: underscore at under-score.org.uk Sent: Tuesday, June 3, 2008 2:04:49 PM Subject: [_] How do I get there? Hi All I'm new to this mail-group and was recommended it by an associate as a potential source for answers to my questions. I am a 3D artist (as such) and the mainstay of my work is in character modelling and animation. I am currently feedup with the quality of avatars presented on the web and would like to develop an engine to up the bar a bit. A brief outline of what a want to do: I want to compile a 3d real-time rendering engine for delivery via the web. I understand there are real-time engines out there such as Kit3D for silverlight, Papervision3D for flash and other open-source game engines such as Ogre but I hope that by streamlining the code to focus on specific deliverables that performance can be improved (10000 polys on an avatar as opposed to a whole world) The engine will need to do the following (at least): 1. Render a single avatar with a relatively high polygon-count (no 3d worlds here) 2. cope with textures, shadows and bone deformation 3. receive animation feed from external source (xml probably) 4. not require downloads by the user (no plugins like cult 3D etc) Now I am fishing for answers about the following: 1. What would be the best language for me to write this in (Java3D, Cg, C++, WPF, etc) 2. For future proofing can anyone recommend w3D over collada. I have done some research and it seems to find that Java3D, WPF or Cg is the route I should adopt. I am familiar with action script programming and lingo having learnt to program on spectrum BASIC so am in no way an uber-coder but I am keen to learn and willing to buy books or even collaborate with a willing coder. Any thoughts anyone, I may be biting of too much here but if any one is interested in this area and can help me with some advice and guidance I am certainly not scared to make the attempt. Regards Adrian -- underscore_ list info/archive -> http://www.under-score.org.uk/mailman/listinfo/underscore