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3 years ago | |
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| .. | ||
| Armature | 5 years ago | |
| Materials | 5 years ago | |
| Meshes | 5 years ago | |
| Model | 5 years ago | |
| Transform | 5 years ago | |
| AnimatableProperty.cs | 5 years ago | |
| BaseContent.cs | 5 years ago | |
| BoneInfluences.cs | 5 years ago | |
| ModelCollectionContent.cs | 5 years ago | |
| MonoScene.Runtime.Content.csproj | 3 years ago | |
| README.MD | 3 years ago | |
#### MonoScene.Runtime.Content
This project contains all the classes required to define a 3d model in memory, and eventually, to serialize it (Most probably using ProtoBuffer)
The architecture loosely replicates the architecture of the glTF standard, which is a feature rich model architecture.
Architecture overview:
MonoGame's content classes are designed to be used by the content processor pipeline, which can only be used at build time. This prevents loading public models at runtime.
MonoScene's content classes are designed to be used both for content processing at build time, and also for content loading and procedural creation at runtime.
One important aspect of 3D models architecture is resource sharing; in MonoGame, this is resolved at build time by the content processor pipeline, but since we require to load models at runtime too, we cannot process the models as deeply as an offline pipeline, that means that resource sharing is isolated to the context of a single source model.