CodeSynthesis XSD is an open-source, cross-platform XML Schema to C++ data binding compiler. Provided with an XML instance specification (XML Schema), it generates C++ classes that represent the given vocabulary as well as parsing and serialization code. This lets you access the data stored in XML using types and functions that semantically correspond to your application domain rather than dealing with intricacies of reading and writing XML. XSD supports a wide range of industry standards and schemas including COLLADA in the new XSD v2.3.1 (i.e. translates COLLADA 1.3.1, 1.4.0, and 1.4.1 to C++). It is available on GNU/Linux, Windows, Solaris, Mac OS X, HP-UX, and AIX and supports many compilers. Dual-licensed under the GPL and a commercial license.
Updated release notes in Japanese for COLLADA 1.4.1 are now available (Release Notes Revision A). These notes offer corrections and additions to the earlier release notes, and are all indicated by colored shading.
Tony Parisi one of the co-creators of VRML, reviews "COLLADA: Sailing the Gulf of 3D Digital Content Creation". Quoting from the review: "...the laser-focus of the COLLADA design team seems to have paid off: the industry now has a common exchange format for game assets, and there is hope yet for developers who would rather spend their time building games than building tools to make games. This clarity of focus on the design comes through in the book as well. ... A detailed and lucid book that explains COLLADA from concept through implementation. If you are a programmer with a reasonable understanding of 3D graphics programming and/or authoring using 3D scene graphs, you will be able to learn the basics of COLLADA. If you are an experienced 3D toolmaker, COLLADA contains everything you need to get up and running to build your game, game engine or content pipeline tool. If you are a manager or decision maker, you get the added comfort of knowing that — finally — you just might be able to write that tool once and not over and over again."
Updated release notes for COLLADA 1.4.1 are now available (Release Notes Revision A). These notes offer corrections and additions to the earlier release notes, and are all indicated by colored shading.
Google has just released the latest beta for Google Earth 4. Google Earth 4 adds a simpler interface, time animation, enhanced layers, GIS data importing, compressed textures, movie making, and drawing tools. The latest beta adds a progress indicator, real-time GPS tracking, and greatly improved performance for COLLADA models (textured buildings). Available for OS X, Linux and Windows XP.
The Japanese translation of the COLLADA 1.4.1 specification is now available. You can download the Japanese translation from the COLLADA page as well as access the COLLADA DOM and the RT FX, and Refinery developer tools and code.
Anark Studio is a Windows rapid application authoring tool for creating interactive 3D content. The new v4.0 adds enhanced speed and memory management, improved workflow, optimized play-back and visual enhancements, and import of Max and Maya animations via integrated COLLADA 1.4.1 support.
Softimage will be demonstating SOFTIMAGE|XSI and SOFTIMAGE|FACE ROBOT v.1.5 in Seoul (Dec 5th, 2006) , Shanghai (Dec 8th, 2006) and Tokyo Dec 12th, 2006). AMD will be discussing workstations tailored to the CG market. COLLADA will be shown as a way to offer interoperability and improved collaboration among teams in mixed-software studio environment, allowing Softimage artists and technical directors to create and work easily in next-generation game development pipeline.
MeshLab is an open source portable and extensible mesh processing system for processing and rendering of large unstructured 3D triangular meshes (typical 3D scanning meshes). It provides a set of tools for cleaning, healing, inspecting, rendering and converting this kind of large unstructured meshes. The new v0.8 adds support for COLLADA read and write, new filters, and new OpenGL API shaders.
The Khronos Group has launched the first episode in the Mobile Media Developer podcast series. In this new series, the developers behind the industry standards for 3D, 2D, video and audio for mobile devices describe how the new technologies work and how they can be used by developers, carriers and manufacturers to create applications for mobile phone, handhelds and game consoles.
The first podcast previews the new OpenKODE APIs. OpenKODE provides functionally similar to DirectX on the desktop, except it is cross-platform, royalty-free and streamlined for handheld devices. The goal of OpenKODE is to make it easier for developers (and carriers) to deploy rich media applications on mobile phones, by providing system abstraction so that develoeprs don’t have to worry about the underlying handset hardware or OS. It also offers state-of-the-art media acceleration technologies as well as access to operating system resources, input devices and displays.
Podcast web pages: http://www.khronos.org/podcasts/
Podcast RSS: http://www.khronos.org/podcasts/mobile_podcast.xml
Subscribe via iTunes: itpc://www.khronos.org/podcasts/mobile_podcast.xml