Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 459375
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 12, 20262026-05-12T22:45:58+00:00 2026-05-12T22:45:58+00:00

I’m getting started with XNA and Blender and am trying to find good quality,

  • 0

I’m getting started with XNA and Blender and am trying to find good quality, up to date information on the various 3D file formats that are used in game development.

Clearly many games are developed with multiple and custom 3D file formats, but I’m interested in choosing a good solution using a more commonly supported format.

What are the most popular formats and what distinguishes them?

NOTE Ideally, they should support animations, but I would also be interested in other formats that might be used for building maps or static objects.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-12T22:45:59+00:00Added an answer on May 12, 2026 at 10:45 pm

    In XNA, penalty of trying to do anything on your own (load data formats in particular) is much higher than living with imperfections of the ones supported right off the shelf, at least that’s what the documentation looks like, and what i heard from someone who bended the content pipeline dearly to support what he needs (runtime geometry generation) and whom i trust to know what he is doing. So i guess .X and .FBX are pretty much gonna be it. They both support skeletal animation, and i think also vertex morping. I’m not exactly sure what features exactly Blender is able to export into them, but i can look into it if you like.

    Blender 2.5 is going to finally have good Collada support (current one doesn’t have armatures and is broken in multitude of ways), and Autodesk provides a good tool for Collada <-> FBX conversion.

    If you look around hobby development community, you’ll see that Id software data formats are quite popular. On the one hand the MD2 and MD3 vertex morphing character animation formats, MD5 skeletal animation format, whose needs are obviously covered by the above, and on the other hand the BSP file format, which describes game levels.

    One thing that speaks for BSP is that a good editor is available (GTKRadiant and derivatives). This is an efficient format which can cull hidden geometry. However, the runtime cost of building custom geometry in XNA is significant, and with the limits of these formats are quite modest at 64k vertices and 64k polygons in the whole game level, which is something you can just dump onto the graphics card nowadays and no performance drop will be noticeable. So you don’t gain any benefit from supporting it directly.

    I doubt there are any powerful, modern, available formats and tools for culling-optimized level design, whose performance benefits would translate into XNA.

    A couple of links you might want to check out, if you haven’t already:

    3D World Studio content pipeline

    Quake port

    All unmaintained and out of date, no idea how optimized or not.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am trying to render a haml file in a javascript response like so:
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
I'm trying to convert HTML to plain text. I get many &\#8217; &\#8220; etc.
I'm trying to create an if statement in PHP that prevents a single post
I have a .ini file as follows: [playlist] numberofentries=2 File1=http://87.230.82.17:80 Title1=(#1 - 365/1400) Example
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have just tried to save a simple *.rtf file with some websites and
I am trying to understand how to use SyndicationItem to display feed which is
I've got a string that has curly quotes in it. I'd like to replace

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.