[Opensim-dev] Game engines (Re: Opensim-dev Digest, Vol 53, Issue 5)
Mister Blue
misterblue at misterblue.com
Fri Dec 21 03:22:19 UTC 2018
I also wrote an OAR converter "Convoar" which converts OARs to GLTF scenes.
https://github.com/Misterblue/convoar .
The converter does a raw conversion (good for editing in Blender, etc) and
optimized conversions -- one which does material and mesh instancing and
texture size reduction and another which combines meshes that share
materials. The layout of the vertices, etc is optimized for most GPUs.
There are several converted OAR files available for web viewing at
https://misterblue.com/oars/ .
== MB
On Mon, Dec 17, 2018 at 1:06 PM Tommy Anderberg <
Tommy.Anderberg at simplicial.net> wrote:
> On Mon, 17 Dec 2018 13:49:40 +0000, Adam Frisby <adam at deepthink.com.au>
> wrote:
> > Lumberyard requires you host any backend servers on Amazon AWS, FYI.
>
> Ah yes, "your Lumberyard Project may not read data from or write data to
> any Alternate Web Service"; clause 57.4 (b) under
>
> https://aws.amazon.com/service-terms/
>
> Curiously easy to miss...
>
> > There's another engine starting with 'X' (something like Xenon) which
> > was open sourced recently from a commercial studio which might be
> worth looking into too.
>
> Xenko, I guess: https://xenko.com/
> Interesting history: https://en.wikipedia.org/wiki/Xenko
>
> Looks nice. C#, MIT license, VR ready, "experimental Linux support", and
> there is an open issue about MacOS export:
> https://github.com/xenko3d/xenko/issues/63
>
> > I wrote a script (it's in our editor pack) which removes the
> duplicate > materials which speeds up rendering dramatically.
>
> Thanks, I'll have to try that. :)
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