The open source game engine Godot has added support for glTF 2.0, the open standard from Khronos. It's a royalty-free specification for the transmission and loading of 3D scenes and models by applications.
The interesting thing about glTF 2.0 is the backing it has, with companies like Microsoft, Unity, Google, Adobe, NVidia and Oculus all getting in on it.
Here's what the Godot developer said about it:
Open standards are important of course, so you're not locked into a proprietary format that only one application can use.
You can read the full post from the Godot developer about it here. If you're interested in making games and modelling it's worth a read.
The interesting thing about glTF 2.0 is the backing it has, with companies like Microsoft, Unity, Google, Adobe, NVidia and Oculus all getting in on it.
Here's what the Godot developer said about it:
QuoteThe surprise, though, is how good this format is for video game asset exchange. Nothing as good existed before, and it solves a problem that we, as an industry, have been struggling with for a long time.
Khronos, with glTF 2.0, has given us a fantastic chance to standardize a smooth workflow between 3D modelling software and game engines.
Open standards are important of course, so you're not locked into a proprietary format that only one application can use.
You can read the full post from the Godot developer about it here. If you're interested in making games and modelling it's worth a read.
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2 comments
that is awesome, if done right...
i'm using godot 3.0 alphan, and neither the exporter for html5 or android is working here.
i'm not sure if i dont have an capable android device, or its because its an alpha.
as for the html5 version, i tried the web assembly and normal (asm.js) version on 2 computers (one with linux other with windows) and one tablet, on chrome and firefox on all of then, and nothing worked.
i can't wait for godot to leave the alpha/beta phase.
Last edited by elmapul on 4 August 2017 at 2:01 pm UTC
i'm using godot 3.0 alphan, and neither the exporter for html5 or android is working here.
i'm not sure if i dont have an capable android device, or its because its an alpha.
as for the html5 version, i tried the web assembly and normal (asm.js) version on 2 computers (one with linux other with windows) and one tablet, on chrome and firefox on all of then, and nothing worked.
i can't wait for godot to leave the alpha/beta phase.
Last edited by elmapul on 4 August 2017 at 2:01 pm UTC
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Obligatory xkcd ...
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