Re:glTF: Runtime asset format for WebGL, OpenGL ES, and OpenGL
by hesdeadjim on Sunday August 17, 2014 @01:23PM
(#8189849)
I applaud their effort and hope they can gain some real traction. Having written one of the proprietary content pipelines they speak of, I couldn't help but feel that I was reinventing the wheel in a lot of places.
I really wish that Rad Game Tools binary data format could be the basis of this spec's binary format. Their's is an extensible object tree that could be loaded directly into memory via a mmap, leading to blazing fast load times for any content that we used it with.
I really wish that Rad Game Tools binary data format could be the basis of this spec's binary format. Their's is an extensible object tree that could be loaded directly into memory via a mmap, leading to blazing fast load times for any content that we used it with.