The modellers/artists wouldn't have to deal with that part of the process to the same extent.
And i won't sleep for months because of doing that for dem .
Bfxm is the binary ( compressed so ... ) form of the proprietary Xmesh format of Vegastrike.
I think the " blues brothers " made him to fit their particular needs , perhaps linked with the
physics engine ?
I will have a look to it , it's a part i haven't really studied .
wait ....
ok , the dependency of physics seems to be only with gfx/vec.h :
http://vegastrikevo.sourceforge.net/doc ... ource.html
shit ... i forgot to include the gfx folder in the c++ doc .
Edit : Well , the physics are simple to handle and there is no dependencies .
The problem could be then with the collision system ( i thought it was a part of physics )
Edit 2 : No , the bfxm or xmesh format seem to be designed around Material Textures and Techniques . Ogre3d for example has separated mesh and material files .
Here we have ev'rything in the same box .
How data are structured and accessed define the speed of usage , i think the bfxm
file format was made for optimization ?
I'm curious to see how is implemented the reader ...