guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha,
@guntha@mastodon.gamedev.place avatar

I put the video for context in a reply, because for some reason putting it next to the gif is too much for mastodon.

#ThrowbackThursday #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #glTF #Blender #Blender3D

The middle of a session of Fire Exit.

tteneder, to apple

You can now load glTF files on the Apple Vision Pro with Unity glTFast 6.4.0!

https://docs.unity3d.com/Packages/com.unity.cloud.gltfast@6.4/manual/index.html

But what excites me even more about this release is that CI/CD has come a long way, paving the way for more features.

Support for KTX (compressed textures) and Google Draco (compressed meshes) has been ported to visionOS as well.

https://docs.unity3d.com/Packages/com.unity.cloud.ktx@latest/
https://docs.unity3d.com/Packages/com.u

#glTF #Apple #VisionPro

fell, (edited ) to gamedevelopment
@fell@ma.fellr.net avatar

"Use GLTF for your 3D assets. It's based on JSON. And JSON is great!" they said.

Well, I regret to inform you that the majority of the game's asset loading times are parsing JSON.

Yes, decoding meshes, textures and animations and uploading them to the GPU are all faster than parsing the stupid JSON. I hate it.

willgfx, to webgpu

I wrote a basic C++/ renderer demo/sample, try it out https://www.willusher.io/webgpu-cpp-gltf/ ! It's written in C++ and uses Emscripten to compile to to run in the browser. Code is on Github: https://github.com/Twinklebear/webgpu-cpp-gltf

glTF damaged helmet model rendered with the renderer

aras, to unity
@aras@mastodon.gamedev.place avatar

Oh nice: looks like finally decided to make @tteneder glTFast an actual official Unity package (com.unity.cloud.gltfast). Yay more official support! https://forum.unity.com/threads/unity-gltfast-package-is-now-available.1527337/

gee8sh, to webgpu

Hmmm ... What am I doing wrong? 🤔

I had a toy renderer for models. It worked fine before, but it used to ignore all the cameras, and camera nodes. Instead, it used to scale/translate each model such that it fits in a 2x2x2 box centered around (0, 0, 0) and then it uses a constant view and projection matrices to render the model.

I modified this toy such that it now uses the camera and camera nodes, if any. The projection matrix now depends on the camera settings, and the view matrix is the inverse of the matrix of the node with the camera.

The toy supports both and ... In WebGPU it renders fine only if I use a projection matrix with reversed Z (near = 1, far = 0). Otherwise, the artefacts shown in the photo below appear. In WebGL, these artefacts appear no matter how I tweak the projection matrix. They seem to be some sort of Z fighting.

image/png

donmccurdy, to threejs
@donmccurdy@fosstodon.org avatar

Support for AgX tone mapping (Blender 4.0's default) is available today in three.js r160 — huge thanks to @garrettkjohnson for getting this implemented, and to @troy_s for the long work of creating it and educating others.

crobocado, to blender
@crobocado@mastodon.social avatar

and the add-on for
now have support for "material libraries"

  • this allows you to store your materials in a single file, avoiding redundant textures/materials in each blueprint file
  • it strips materials from exported blueprints on the blender side, adds a component with material info to be used by...
  • the side takes care of injecting the relevant materials into the correct entities
  • tldr: smaller gltf assets, less memory , more reuse !

image/png
image/png

crobocado, to bevy
@crobocado@mastodon.social avatar

To debug lasers in I slowed them down, WAAAY down, actually love how it looks, also bonus you can break your robot on your own lasers, since only the lasers are slowed down : bug or feature ?

Also , a sneak peak at the various Bevy components defined in (4.0), a bit overkill, but everything is settable easily and is embedded in the files

In practice, I am loving my workflow and more and more ! Fast iteration & problem solving.

Blender screen showing components used to define plasma / laser bolts

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
crobocado, to random
@crobocado@mastodon.social avatar

Upgrading some of my crates/ demos for 0.12, and doing some improvements in the process: this is my vertex animation demo

  • In the old version (see next post), since the file is split by colors, you end up with holes between them in the animation (AABB based, one per object, passed to the shader)
  • in the new version I traverse the gltf hierarchy to generate a compound AABB for the whole model, and pass that one to the shader, problem solved)

Still a few things to tweak :)

A video of a stylized 3d fish swimming,

crobocado, to blender
@crobocado@mastodon.social avatar

Coming soon, a major upgrade of the side of my blender -> -> tooling:
(auto_gltf_export)

  • "smart" export: ie it will automatically (on save) export only the objects or collections that actually changed to individual gltf files! This is a huge speed & efficiency boost
  • support for any number "level" scenes & "library scenes", no more limited to one for each
  • improved UI & UX (ui to pick actual scenes of your blend file instead of text fields) etc
crobocado, to blender
@crobocado@mastodon.social avatar

Finally released the workflow crates for !
Now you can create for Bevy using gltf files with embedded components and spawn them easily and also have tiny gltf files for your levels, with the blueprints being spawned from separate files automatically !

The Blender add-on also automatically exports your collections !

There is a "tutorial" video too:

https://youtu.be/CgyNtwgYwdM

https://github.com/kaosat-dev/Blender_bevy_components_workflow
https://crates.io/crates/bevy_gltf_blueprints
https://crates.io/crates/bevy_gltf_components

crobocado, to blender
@crobocado@mastodon.social avatar

Fun spawning stuff using my new based Blueprint/prefab system for built upon my previous work :)

Close to done with rewriting, documentation, Blender Plugin, crates etc

The plugin now also allows you to

  • automatically generate tiny "level" gltf files from a scene
  • automatically export all the collections used in that scene to separate Blueprint Gltf files
  • automatically insert components for Bevy to spawn it all !

Release should be in a few days

Abstract shapes in a game engine(cuboids, capsules) spheres etc, with additional capsules (stand ins for health pickups), being spawned while the player character (also a capsule), is moving around

thekhronosgroup, to random
upmultimedia, to houdini
@upmultimedia@mastodon.gamedev.place avatar

A project that generates real world meshes in Houdini using the Google API. My python library for handling GLTF files is one little piece of it which is amazing.

https://github.com/xjorma/EarthMeshHoudini

crobocado, to blender
@crobocado@mastodon.social avatar

Was on holiday & then sick for a long time, but I have started work on the next stage of tooling to use as an editor for
()

  • For the Blender tooling, a toggle to enable replacing collection instances with empties with special components, and auto-exporting each of the source collections to separate files
  • Bevy side code to spawn each gltf file with the correct components at the right spot
  • thus more editor like & flexible
  • details below

The same User interface of Blender, a 3D modeling tool, showing a list of objects, but with actual graphics

outofcontrol, to GraphicsProgramming
@outofcontrol@phpc.social avatar

Anyone into #khronosgroup open standards, there are a number of live streamed birds-of-a-feather sessions being live streamed today for #vulkan #gltf #openxr and the new #metaverse standards forum.

https://www.youtube.com/watch?v=I4imDGAoDfk

dneto, to random
@dneto@mastodon.gamedev.place avatar

Khronos wants to pay you (someone) to make an open source glTF viewer for iOS.

Details here
https://www.khronos.org/rfp/gltf-ios-rfp

Proposal deadline is 6AM PT August 25.

#gltf

crobocado, to blender
@crobocado@mastodon.social avatar

new & overhauled #Blender => #Gltf => #Bevy #BevyEngine code & workflow !

  • Useful if you want to use Blender as your Editor
  • define Bevy components as custom properties in Blender , now using RON (much cleaner syntax!) , and better custom properties support (colors, vectors , etc :)
  • a Blender Add-on (optional) to auto export to gltf on save
  • a demo with multiple colliders, collections etc
  • #opensource
  • a video tutorial https://www.youtube.com/watch?v=-lcScjQCA3c

https://github.com/kaosat-dev/Blender_bevy_components_worklflow

Enjoy :)

crobocado, to blender
@crobocado@mastodon.social avatar

I finally published my => => code & workflow

  • Useful if you want to use Blender as your Editor
  • define Bevy components as custom properties in Blender (JSON for now)
  • no plugin or extra tools needed in Blender
  • define components in Blender Collections & override any of them in your collection instances if you want
  • code to auto add additional required components in Bevy (optional)
  • minimal setup & code
  • have fun:)

https://github.com/kaosat-dev/bevy-fun-examples/blob/main/examples/blender_gltf_components/README.md

bitinn, to random
@bitinn@mastodon.gamedev.place avatar

Thoughts:

I really wish the big 2 game engines spend more time making #glTF viable than #USD.

Look I know how flexible USD can be, but it will never be the defacto pipeline for a majority of game companies.

You have to dedicate so much engineering efforts to get USD pipeline running, that you might as well build your in house format (many AAA did, they had this need before USD came along).

Meanwhile glTF is happy to serve 95% of your asset / scene needs. Folks please give glTF a better look.

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