[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Proposal for a WebGL JSON format

Hey Rico,

It looks like we are actually well on line with this.
Keep COLLADA for editing, and use JSON + binaries for delivery.

Indeed, I believe that this is wrong to try to answer to the question of an "universal format" but instead here we ask:
"where do you stand in the asset pipeline" ? 

So, if your asset is "done", then this format is a proposal to get a sort of "serialized" version of it. 
Some improvements like compression will be added, but essentially, the goal is make easy for WebGL the import of "pre-baked" assets. (more details in the description of the project).

I'll check your stuff, thanks for the feedback,

On Nov 2, 2012, at 12:15 PM, Rico P. <mailtorico@gmail.com> wrote:

> Hello,
> that's a very powerful tool you have there! However I just want to
> express I opinion about 3D formats in general.
> The reason why there are so many formats out there is that there are
> very diverse requirements for every kind of application. Collada is
> extremely powerful and provides you with pretty much everything you
> need but this has also two drawbacks.
> 1. It's hard to grasp for beginners who just start with 3D programming.
> 2. Because it's so powerful and raw text Collada files are huge. And
> while processing power is cheap webtraffic is not. When you have a
> successful game or application written in webgl, chances are that the
> Modelfiles will eat up most of the traffic you have.
> I personally prefer the following solution: Use the most verbose file
> format while developing and write your custom binary file format for
> deployment.
> In my case I use a very small JSON file containing just url's to
> shader, textures and binaries. The binaries contains all vertice,
> texture coords and normals plus indice...
> Having all the vertex information in a binary file assures less
> traffic and fast loading times. Of course  I am open for criticism.
> I also had to think about this XKCD comic: http://xkcd.com/927/
> Greetings
> - Rico
> 2012/11/2 Fabrice Robinet <fabricerobinet@me.com>:
>> resent with fixed url for meet up.
>> Dear WebGL group,
>> I'd like to share with you a work in progress to define a JSON format for
>> WebGL.
>> This initiative was initially started from the COLLADA working group.
>> It aims to be response to developers expectations to get 3D assets
>> seamlessly on the web.
>> This is an entirely new format that stands at the end in the asset pipeline,
>> it can be generated from COLLADA but it is not tied to it.
>> This format reuses as much as possible existing concepts (like using typed
>> arrays for binary blobs ) and be javascript friendly with JSON. It also
>> takes advantage of a few concepts  inherited from COLLADA that proved to be
>> successful.
>> There are already many JSON formats out there, so why another one ?
>> One implicit goal of this project is to gather all the great ideas from the
>> community and focus on the particular goal of getting a JSON format usable
>> for many developers. But obviously a single format cannot be convenient for
>> everyone,  for those (many) who want a delivery format ready for rendering,
>> this effort is the way to go, for those who want to edit/remodel 3d assets
>> and keep most informations then COLLADA would be better suited.
>> General presentation of the top level project:
>> https://github.com/fabrobinet/collada2json/
>> More insights about the format (work in progress):
>> https://github.com/fabrobinet/collada2json/wiki/WebGLTF
>> Last but not least, I'll be presenting the format at this meet-up:
>> http://www.meetup.com/WebGL-Developers-Meetup/events/82234862/
>> I'll show there some demos that will be online shortly.
>> All feedback is very welcome,
>> Thank you,
>> Fabrice.

You are currently subscribed to public_webgl@khronos.org.
To unsubscribe, send an email to majordomo@khronos.org with
the following command in the body of your email:
unsubscribe public_webgl