Why?.. where I come from..
- Defining structures that the graphics engine needs and nothing else.
- Most of the error handling can be offloaded onto tooling side, assets are configured on tooling side to match the engine.
- No dependencies on 3rd party, for example if one day I want to define meshes with bezier curves, I am free to do so. Or if the cubic-spline interpolation is mathematically imperfect, I can change the specification.
- Optimization potential by the tooling (gltf, obj, etc. do not support texture compression right off the bat, often textures are just uncompressed).
2020 I abandoned of trying to do graphics engine from scratch or rather from lowest level and opted to create graphics algorithms and engine side on top of another engine. During development, I considered using GLTF in engine but I reconsidered and revived my MOP fileformat for this project and after couple months of development, friend recommended writing a blog of the journey of developing MOP, hopefully documenting the reasoning behind design choices..
MOP So far..
First iteration of drawing the MOP graph.. I can say this is purely academical work at this point.
|Somewhere along the line, scene graph sketches, but still very academic work.|
|latest version as of jan. 27. 2021 .. Some improvements on naming, and red arrows determining where blobs of data separate into different files.|