I am myself guilty of overlooking the existing serialization framework in Ogre, and also considered protocol buffers, JSON/BSON, and whatever..
But I keep rediscovering the fact that the Ogre serializers could easily be used to serialise not only meshes and skeletons, but also scenes.
As briefly touched upon in this topic:
http://www.ogre3d.org/forums/viewtopic.php?f=13&t=48984
Mesh and Skeleton serializers are versioned, and features a upgrade tool..
Why not use that?
I made a simple camera track serializer here:
http://www.ogre3d.org/tikiwiki/Animatio ... e=Cookbook
Protocol buffers are great, it's standardized, but requires a separate generation process, and we really don't need it to be self-describing.
Binary scene files can (and will) be parsed by other languages capable of reading bytes, so that's not an issue.
[GSoC 2011] More ideas by the community
- jacmoe
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Re: [2011] More ideas by the community
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- Jabberwocky
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Re: [GSoC 2011] More ideas by the community
Do you think we should add some of the ideas here to the help requested wiki page? It's linked to directly from the {GSoC 2011} Frequently asked questions post, where potential candidates will likely be looking for ideas.
