The following decision was made during the process of development of static meshes renderer that's to define unified internal binary format for meshes. Instead of support of wide range of formats it's much simplier if we would support the only one, but which is fit well for all purposes.
The core resource pipeline in this case will looks like this:
1) Create mesh via DCC (Digital Content Creation) tool (Maya, 3ds Max, Cinema 4D, Blender,...).
2) Compile native DCC format into binary one using the resource compiler.
Description
The following decision was made during the process of development of static meshes renderer that's to define unified internal binary format for meshes. Instead of support of wide range of formats it's much simplier if we would support the only one, but which is fit well for all purposes.
The core resource pipeline in this case will looks like this: 1) Create mesh via DCC (Digital Content Creation) tool (Maya, 3ds Max, Cinema 4D, Blender,...). 2) Compile native DCC format into binary one using the resource compiler.