2 个仓库
Pipelines for converting 3D character source files into runtime assets by defining mesh groups and skeleton hierarchies.
Distinct from Asset Processing: Existing candidates focus on web assets, 3D printing, or generic UI converters; this is specifically for skeletal mesh characters in games.
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This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Deno converts 3D actor source files into runtime assets by defining mesh groups and skeleton root bones.
Ant 是一个模块化的游戏引擎框架,专为构建交互式 3D 体验而设计。它提供了一个核心运行时基础设施,支持集成独立的、可复用的功能包以扩展引擎能力。 该引擎具有专门的预编译(AOT)资源管线,可将原始 3D 模型、纹理和着色器转换为优化的二进制格式。通过利用预计算的内存映射布局,系统最大限度地减少了运行时处理开销,并提高了游戏资源的加载速度。 开发工作由一个可脚本化的世界编辑器支持,该编辑器允许通过可视化界面进行场景组装和对象配置。此工作区设计为可扩展,支持通过脚本层进行自定义工具和界面配置。该框架还包括用于在执行期间检查应用逻辑的集成调试工具。
Transforms raw 3D models, textures, and shaders into optimized binary formats during the build phase to minimize runtime overhead.