What does HackerNews think of glTF?

glTF – Runtime 3D Asset Delivery

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An open standard that is very capable (but cannot find if it can do streaming over http) is https://github.com/KhronosGroup/glTF

It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.

How about glTF? It's a JSON based scene description which uses inline data or references to external binary files, with an option for a single binary "glb" data file.

https://github.com/KhronosGroup/glTF

https://github.com/KhronosGroup/glTF/tree/master/specificati...

Here you go: https://github.com/KhronosGroup/glTF

The article's title is misleading (surprise!). What actually happened is that Microsoft joined the Khronos group which has been working on glTF for quite some time already. Version 1.0 was done more than a year ago: https://www.khronos.org/news/press/khronos-finalizes-gltf-1....

Yeah, there are a lot of VRML replacements coming out right now. X3D[0] is the official VRML 2.0, but I believe it requires a plugin (well, there is a THREE.js importer, but at that point you really should be using glTF[1] or THREE.js's own JSON format). There is GLAM by Tony Parisi[2], who actually did a lot of work on the original VRML. And very recently, Mozilla released A-Frame[3], which is trying to also build an ecosystem of reusable Web Components. All interesting in their own right. I think A-Frame has the best chance of succeeding, in that it has the most high-profile backing right now.

That said, they're all pretty low level. I specifically do not want users doing wholesale scene design in a hand-written script format. For the work I want to do, that's what a 3D modeling package like Blender is for, and as hard was Blender is to use, it's a lot easier to get a non-trivial scene working with it than hand-writing XML code. My Live-Editable 3D Environment demo is more of a stop-gap for a much more drag-and-drop experience I'm planning for the future.

The goal (and I'm certainly not there yet, but I've been making pretty fast progress) is to make something more akin to a Window Manager for VR. In the same way that DWM on Windows or X on Unix provide a higher level of abstraction for GUI elements beyond raw graphics primitives, I want to be able to provide a set of GUI elements that are useful for adapting HTML forms in VR. With Primrose, you shouldn't have to model a button that a user can click unless you have a specific need to completely redesign a button. There should be a button already that you can place on your scene/form with the same ease you would an HTML button in the DOM.

Long-story short, I'm trying to make the VB6 of WebVR.

[0] http://www.web3d.org/

[1] https://github.com/KhronosGroup/glTF

[2] http://tparisi.github.io/glam/

[3] https://aframe.io/

The post mentions OpenGEX as a game engine data exchange format. If you're interested in 3d data formats and specifically good runtime formats, you might be interested in glTF too, which is a JSON+binary asset format specifically targeted at storing runtime-optimized data (as opposed to COLLADA which is more a editing-oriented format). It's backed by the Khronos group --the people behind OpenGL / Vulkan / WebGL-- and they have a COLLADA-to-glTF converter: https://github.com/KhronosGroup/glTF.

Having spent some time working with the format, I hope it takes off and we see native support for it in most tools at some point. I've had great success using glTF to export models + skeletal animations from Blender and then import them for use with WebGL: https://twitter.com/elisee/status/558238454962978816. This is a little test project made with Superpowers, a soon-to-be open source HTML5 2D+3D game maker I've been designing with a couple of friends: https://sparklinlabs.com/