Hello, I would like to reach out to AppGameKit developers with this message.
I think AppGameKit is a solid, agile and stable engine for creating video games.
Note that loading 3D models is a complicated topic, which I think generates frustration and a bottleneck in users who are not expert shaders, 3D and texturing and achieving materials with acceptable graphic results.
I managed to do in these two weeks with AppGameKit great adventures, but I am frustrated trying to find a way to load my 3D models easily and suitable for the use I need in a fairly complex video game.
In the forum I found and shared different ways of loading models, others have done work on it but it is not available.
I also found that there are many discussions about which file format to use.
it is like to go a little crazy with this theme, I am currently a new user and I don't have enough agk experience to create my own loader and editor of objects, elements, textures and effects to bridge between 3d soft and AGK.
With code you can texture, and materialize objects, but on many occasions, there are 3D models that require a different type of work dynamics, and the ideal is to have a suitable tool to do this type of work, efficiently and dynamically.
I think it would help AppGameKit a lot to resolve this issue.
many users have problems with this and this is evident in the final quality of the work, since many non-advanced users in this area cannot achieve results due to not having the right tool.
I am currently having difficulties in:
- load the 3D models, define a format,
- that the load respects the scale (metric in my case), 1 unit in agk = 1 meter. (this I suppose depends on each format?)
- texture the models efficiently, easily and dynamically.
- be able to obtain names and mesh materials or sub-elements of the object, with their respective pivot, axes, rotation, and materials.
since using loadmesh or loadmeshwithchildrens, I am still not managing to get element names which is crucial.
So far the format that works best for me is .x
but I understand that it is an old format.
It does not seem to me that the method of generating multiple files with elements is a suitable solution, since it greatly complicates the editing and manipulation and the work with it.
Many times, it is practical to manipulate objects, elements, textures, colors, properties and effects of entities from the code, but that is very useful when you really need it, and very cumbersome if you want to achieve advanced graphics.
I think that a solution would be to generate an editor of materials and elements, that works in the same way as Lumion, where you import a 3D model, edit it, and if you update the 3D model, the materials are still updated automatically.
that also allows renaming elements, manipulating their pivots, changing materials, and that all this is automatically loaded in a friendly and simple function.
So users who are not advanced in these topics, in which I include myself, since I am not being able to load my plane properly, would have a definitive solution to this problem that I see years ago exists in the forum.
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conclusion, I think that AppGameKit has a bottleneck here, at this point, which greatly limits the graphic quality in 3D video games, that having a pipeline could be solved and help many users.
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what I propose is the following.
I don't know how to program scripts, nor in anything other than basic.
My only way to achieve this is to do it with AppGameKit or B3D, so I think it is best to do it directly in AGK.
Even so, there are many things that I do not know, about shaders, I never used them, about file formats, I never understood them, but I do know a lot about 3dsmax and how to work a model to have good results with few resources.
I will try to do it, it would be ideal to do it together with other interested parties, so that AppGameKit can have it, and that the developers of AppGameKit help too. but I would definitely need help from people who know more about this than I do.
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Objective, would be to load with a simple function, 3D models and that are already finished, I share graphic examples of .b3D models that I model with 3dmax, using standard materials of max and some of the b3D pipeline in 3dsmax9, using the exporter b3dpipeline. and loaded into b3d using loadmesh () or loadanimmesh (), and then I just had to use Findchild () to get my parts and manipulate them like nodes, objects, wheels, spoilers, collisions, LODS etc.
Cockpit 3D, i use loadanimmesh, and i have all functions elements only need to use findhild to get the object from this 3d, then i use a update_cockpit to give live to all gauges.
Warship, i made this model in 3dsmax9 for my simulator naval, i only have to use findchild to get the objects, torrets, cannon, proppelers, helm, cranes, collision.
in this case, the 3D objects, have all elements, and manual bone mesh, the ropes and other things use nodes objects, and many propiertys of the sail works using the 3D data directly export from 3dmax9.
This ones, show, how other users can make models, and can add boats with just giving names to elements for work, if the don't put an "helice" the boat dosent have engine.
the materials, are automatic loading by the sim
This have more complex element, the n3, m3, n4... etc, works like bone to control the sails vertexs.
This works very good if you have many diferent kinds of elements, and the user can add own models.
ok, i just write to much today. look this like foward thing to do, no a critic to agk.
so, what do you thing?, what can be do?