vpenades d8358a411a +readmes 3 years ago
..
Armature 9c7e5b891e Moved transform stack from runtime to content. 5 years ago
Materials db9f693a4f +never ending refactoring... 5 years ago
Meshes d414bfd0c6 Inverted dependency between Model and Effect projects. 5 years ago
Model 9c7e5b891e Moved transform stack from runtime to content. 5 years ago
Transform 9c7e5b891e Moved transform stack from runtime to content. 5 years ago
AnimatableProperty.cs 910f40d644 Moving *Template classes to *Content (WIP) 5 years ago
BaseContent.cs c5e281e41d +refactor and relocation of files to where they fit better. 5 years ago
BoneInfluences.cs c5e281e41d +refactor and relocation of files to where they fit better. 5 years ago
ModelCollectionContent.cs d414bfd0c6 Inverted dependency between Model and Effect projects. 5 years ago
MonoScene.Runtime.Content.csproj c8be502e29 Updated nuget packages 3 years ago
README.MD d8358a411a +readmes 3 years ago

README.MD

#### 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:

Comparing with MonoGame architecture

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.