Game Development Community

DtsSDKPlus and dtsSDK compatible?

by Tom Spilman · in Torque Game Engine · 04/01/2005 (11:51 am) · 18 replies

I'm just getting into DTS stuff, so sorry for the potentially stupid questions. What is the difference between dtsSDKPlus and dtsSDK? Just additional optimizations on DTS shapes like tri stripping? Can i use dtsSDK to read a shape generated from dtsSDKPlus?

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.


#1
04/01/2005 (12:44 pm)
I think the dtsSDKs are used for writing DTS exporters, not loading them.
#2
04/01/2005 (12:48 pm)
The code seems to disagree with that as the DTS::Shape class has a "read" method which at first glance seems to be loading a shape. But if this isn't the right way to read in a DTS shape for use in an editor please someone correct me.
#3
04/01/2005 (2:37 pm)
I emailed Clark Fagot about the dtsSDK code and he admitted that the read functionality isn't really fully implemented. So i'm off to compare the TorqueLib reader for DTS to the dtsSDK to find out what is missing.

I'll post a patch to dtsSDK once i got it working.
#4
04/01/2005 (2:54 pm)
Well, I wouldn't use the word "admitted".

I didn't write the dtsSdk fyi, I wrote the dtsSdkPlus which extends the dtsSdk for writing a fully capable exporter. The dtsSdk was written near the beginning of GarageGames by a community member who I don't think is around anymore (his name slips my mind).

I know nobody asked...but Tom had an apparent mis-perception and I wanted to clear it up.
#5
04/01/2005 (2:57 pm)
No accusation was implied. =)
#6
04/01/2005 (7:24 pm)
Well i know why InputStream::readCheck() was asserting on me...

inline void InputStream::read (char * data, int count)
   {
      assert (count > 0) ;
      assert (Used8 < Allocated8) ;
      if (data == 0)  // BUG:  This should be if ( data != 0 )
         memcpy (data, Buffer8 + Used8, sizeof(char) * count) ;
      Used8 += count ;
   }

Still has more work to be done, but i've almost got a patch ready.
#7
04/02/2005 (12:37 am)
Ok it's starting to work now...

www.sickheadgames.com/stuff/mesht.jpg

(this is the Torque lantern DTS within the CartShop5 beta)

Still some more complex meshes are giving me errors, so i have some more work to do in cleaning up the dtsSDK reader path.
#8
04/02/2005 (5:27 am)
Very nice. I will definitely be following this. Please keep your progress updated!

Jameson
#9
08/17/2005 (5:52 pm)
Ah now I find your post Spilman, how long untill you think the patch will be ready?
#10
08/17/2005 (9:56 pm)
I've been looking at the dstSDK import functions over the last few days too. I now have StandardMeshes loading OK (or at least without asserting), but no SkinnedMeshes or SortedMeshes.
Tom, I can contribute what I've done so far if it would help.
#11
08/18/2005 (2:01 am)
If anyone's interested, I've posted my changes so far here.

There's still a lot of work needed, but I can load most of the models in the demo folder.
#12
08/18/2005 (4:12 pm)
Sorry for the lack of updates... i sort of lost track of this thread.

Anyway i haven't touched the dtsSDK code since shortly after my last post in this thread. I was getting ready to get back into it this week, but our development of that project is now in question. We'll know more in the coming weeks.

Anyway i could maybe send my code over to Tony to merge anything useful to his progress. We could try using a resource as a place to organize the efforts of multiple people fixing up that lib as it really needs work.

Tony... what do you think?
#13
08/18/2005 (5:24 pm)
Sure, that sounds good. If you mail your code to me, I'll try to merge it with mine and then I'll start a new resource with the merged code as a starting point.
#14
08/19/2005 (10:04 am)
Ok i sent the changes i've made to Tony. I look forward to seeing the merged resource.
#15
08/21/2005 (8:49 pm)
OK, the resource has been submitted and is awaiting approval. Thanks Tom.
#16
08/21/2005 (11:31 pm)
What's cartshop5 beta??
#17
08/22/2005 (10:52 am)
Cartography shop 5 beta. Try googling for it.
#18
08/22/2005 (2:12 pm)
In the interests of easy searching, the new resource is located here.