[x3d-public] Member-only: X3D to Unity, Unreal, Blender, glTF

Brutzman, Donald (Don) (CIV) brutzman at nps.edu
Fri Apr 15 20:37:14 PDT 2022


John, we have X3DUOM which is fully complete and correct model of X3D data structures.

 

We are successfully generating Java and Python with ~100% correctness, fixing any stray edge cases when they emerge.

 

We have potential to do exactly the same with JSON and JavaScript, as you know through your impressive efforts..

 

The C, C++ and C# specification drafts and example codebases have been posted for comment.  Who is testing them?

 

You don’t need to change other codebases, just get our code patterns correct for each programming language, then when ready autogenerate the loader/setter classes.  Boom presto done, everywhere that wants it.

 

Have fun with X3D!  8)

 

all the best, Don

-- 

Don Brutzman  Naval Postgraduate School, Code USW/Br        brutzman at nps.edu

Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA    +1.831.656.2149

X3D graphics, virtual worlds, Navy robotics https:// faculty.nps.edu/brutzman

 

From: x3d-public <x3d-public-bounces at web3d.org> On Behalf Of John Carlson
Sent: Friday, April 15, 2022 4:50 PM
To: X3D Graphics public mailing list <x3d-public at web3d.org>
Subject: [x3d-public] Member-only: X3D to Unity, Unreal, Blender, glTF

 

I’ve posted on this before.

 

Instead of writing importers/loaders, I have a suggestion that we “compile” X3D user code to a variety of back ends, Unity, Unreal, Blender, glTF, three.js, PlayCanvas, Babylon.js etc.

 

Obviously we need some kind of Abstract Syntax Tree (AST) or Intermediate Representation (IR).  I suggest we use subclasses of X3DJSAIL and/or x3d.py classes.

 

I think Don would suggest using X3DJSONLD or XSLT as a basis.   Note that X3DJSONLD uses DOM or Python dict as IR.  I would prefer a typesafe IR.

 

Thoughts are welcome!   What’s a good, accomplishable approach?

 

Thanks,

 

John

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