Game Development Community

How to write a *toDTS

by Dave D · in Game Design and Creative Issues · 01/23/2005 (9:15 pm) · 2 replies

I am somewhat new to programming, I have about 1 year experience in C/C++. I would like to know how one would go about writing an exporter for FOO 3D app. I don't mean the specifics. I am more interested in the "roadmap" so to speak. I have written simple calculators and notepad programs. But I would like to further my knowledge.

#1
01/24/2005 (8:23 am)
1. Learn the 3d app's SDK API and how it relates to the way the application works. Specifics to think about: how it stores vertex, rotation(quat) and normal data, how animations are handled (IK types, needs baking, etc), material handling and settings. This should be included with your 3d app or as a download or purchase from your 3d app's company if available.

2. Study the dtsSDKPlus. Study the Milkshape exporter source. Study the Maya exporter source. These are all in the Torque SDK package.

3. Design your implementation of your exporter considering Step 1

4. Create a simple exporter for your app for just meshes using the dtsSDKPlus.

5. Iterate over your exporter, adding more features and testing thoroughly each iteration until feature complete.
#2
01/24/2005 (10:10 am)
Thank you very much