[ODE] XML Formats
erwin at erwincoumans.com
Tue Feb 6 23:14:52 MST 2007
X3D and COLLADA Physics are not competitors: they can (and will) benefit
from collaboration. X3D is mostly targetting run-times, whereas COLLADA is
mostly targetting authoring tools.
If you want to have a light-weight XML physics import, I can recommend using
TinyXML, for COLLADA Physics. For tools, I recommend COLLADA-DOM+libxml. It
is more bloated, but during roundtrip (save/load cycle) no information is
I think it is good to have serialization of an XML format as integrated part
of a physics engine. Havok, PhysX and Bullet all do this. I won't push in
that direction for ODE, as my main focus is Bullet (and Bullet's COLLADA
physics import sample can be trivially ported over to other physics
It's not just about the standard physics format, it is also about growing
tools support and collaboration.
Jon Watte (ODE) writes:
> I mean that Collada supports game industry needs that X3D does not,
> whereas X3D has features in it, designed in to capture semantics for
> archival purposes, which are not in Collada.
> The difference is not that Collada is only for static geometry -- it's not.
> / h+
> Dave Grundgeiger wrote:
>> Jon Watte wrote:
>>> The stated goal of Collada is to allow interchange of assets between
>>> different production tools, with a strong root in interactive games
>>> production. In that regard, it's not entirely unlike X3D (being an
>>> interchange format). However, in many other regards, it is very
>>> different -- for example, being solely industry focused, without
>>> necessarily worrying about repeatability 10 years down the line.
>> What do you mean by that last sentence?
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