Results 1 to 8 of 8

Thread: COLLADA: The game developers' open source data exchange format

  1. #1
    HEXUS webmaster Steve's Avatar
    Join Date
    Nov 2003
    Posts
    14,283
    Thanks
    293
    Thanked
    841 times in 476 posts

    COLLADA: The game developers' open source data exchange format

    Jon Peddie gives us an interesting perspective on the games industry and the efforts being made to make asset exchange as easy as possible.

    One the face of it, it should be a simple thing to own what you create and to exchange it. In practice, it doesn’t work out so well.
    http://www.hexus.net/content/item.php?item=6664
    PHP Code:
    $s = new signature();
    $s->sarcasm()->intellect()->font('Courier New')->display(); 

  2. #2
    Banhammer in peace PeterB kalniel's Avatar
    Join Date
    Aug 2005
    Posts
    31,038
    Thanks
    1,879
    Thanked
    3,379 times in 2,716 posts
    • kalniel's system
      • Motherboard:
      • Gigabyte Z390 Aorus Ultra
      • CPU:
      • Intel i9 9900k
      • Memory:
      • 32GB DDR4 3200 CL16
      • Storage:
      • 1TB Samsung 970Evo+ NVMe
      • Graphics card(s):
      • nVidia GTX 1060 6GB
      • PSU:
      • Seasonic 600W
      • Case:
      • Cooler Master HAF 912
      • Operating System:
      • Win 10 Pro x64
      • Monitor(s):
      • Dell S2721DGF
      • Internet:
      • rubbish
    What is the difference between data exchange in something like COLLADA compared to things teams I've been involved with for game development use, like Perforce?

  3. #3
    HEXUS webmaster Steve's Avatar
    Join Date
    Nov 2003
    Posts
    14,283
    Thanks
    293
    Thanked
    841 times in 476 posts
    I think the big deal is that it's an open source standardised approach, meaning no one company has control over what can and can't be exchanged.

    3D design asset exchange isn't my forté, however
    PHP Code:
    $s = new signature();
    $s->sarcasm()->intellect()->font('Courier New')->display(); 

  4. #4
    Banhammer in peace PeterB kalniel's Avatar
    Join Date
    Aug 2005
    Posts
    31,038
    Thanks
    1,879
    Thanked
    3,379 times in 2,716 posts
    • kalniel's system
      • Motherboard:
      • Gigabyte Z390 Aorus Ultra
      • CPU:
      • Intel i9 9900k
      • Memory:
      • 32GB DDR4 3200 CL16
      • Storage:
      • 1TB Samsung 970Evo+ NVMe
      • Graphics card(s):
      • nVidia GTX 1060 6GB
      • PSU:
      • Seasonic 600W
      • Case:
      • Cooler Master HAF 912
      • Operating System:
      • Win 10 Pro x64
      • Monitor(s):
      • Dell S2721DGF
      • Internet:
      • rubbish
    Ah right, inter-company exchange, not intra-company.

    I can see how that's an issue when you are licensing middleware etc. but I'd have thought that if you were handling anything licensed you would want control over what can be exchanged.

  5. #5
    Rys
    Rys is offline
    Tiled
    Join Date
    Jul 2003
    Location
    Abbots Langley
    Posts
    1,479
    Thanks
    0
    Thanked
    2 times in 1 post
    COLLADA is a data interchange format, for moving assets between tools in your content pipeline.
    MOLLY AND POPPY!

  6. #6
    Banhammer in peace PeterB kalniel's Avatar
    Join Date
    Aug 2005
    Posts
    31,038
    Thanks
    1,879
    Thanked
    3,379 times in 2,716 posts
    • kalniel's system
      • Motherboard:
      • Gigabyte Z390 Aorus Ultra
      • CPU:
      • Intel i9 9900k
      • Memory:
      • 32GB DDR4 3200 CL16
      • Storage:
      • 1TB Samsung 970Evo+ NVMe
      • Graphics card(s):
      • nVidia GTX 1060 6GB
      • PSU:
      • Seasonic 600W
      • Case:
      • Cooler Master HAF 912
      • Operating System:
      • Win 10 Pro x64
      • Monitor(s):
      • Dell S2721DGF
      • Internet:
      • rubbish
    oo getting nearer to understanding now - it's intra-pipeline then, similar to tools people use to import models from say maya to an animation package? But actually a description format for the data which these packages can hopefully read and write to (this is more up my street, we have the same thing in sequence databases).

    edit: yup.. it's an XML schema

  7. #7
    e64
    e64 is offline
    Registered User
    Join Date
    Nov 2007
    Posts
    2
    Thanks
    0
    Thanked
    0 times in 0 posts

    Re: COLLADA: The game developers' open source data exchange format

    I'm suprised the Physics Abstraction Layer didn't get a mention. It lets you import COLLADA physics specifications to a number of different physics engines.

  8. #8
    radix lecti dave87's Avatar
    Join Date
    Sep 2005
    Location
    England
    Posts
    12,806
    Thanks
    657
    Thanked
    931 times in 634 posts
    • dave87's system
      • Motherboard:
      • Asus
      • CPU:
      • i5 3470k under Corsair H80 WC
      • Memory:
      • 8gb DDR3
      • Storage:
      • 240gb SSD + 120gb SSD
      • Graphics card(s):
      • Asus HD7950
      • PSU:
      • XFX 600w Modular
      • Case:
      • Lian Li PC-A05FNB + Acoustipack
      • Operating System:
      • Windows 10 Pro
      • Monitor(s):
      • 2x Dell S2309W (1920x1080)
      • Internet:
      • BT Infinity Option 2

    Re: COLLADA: The game developers' open source data exchange format

    Major thread revival?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Replies: 0
    Last Post: 03-01-2006, 06:12 PM
  2. ATI Catalyst 5.8 released
    By =TcQi= in forum Graphics Cards
    Replies: 17
    Last Post: 18-08-2005, 12:35 AM
  3. Replies: 108
    Last Post: 20-12-2004, 04:48 PM
  4. Open Source Games etc?
    By ajbrun in forum Software
    Replies: 6
    Last Post: 30-08-2004, 11:21 AM
  5. Open Source Articles
    By r1zeek in forum General Discussion
    Replies: 6
    Last Post: 13-08-2004, 09:14 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •