For your own engine, do you use an existing format or build your own managing meshes, materials etc in your scene?

This page summarizes the projects mentioned and recommended in the original post on /r/gamedev

InfluxDB - Power Real-Time Data Analytics at Scale
Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
www.influxdata.com
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SaaSHub helps you find the best software and product alternatives
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  • assimp

    The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

  • You may be interested in the Open Asset Import Library. I recently replaced my own gltf import with this and it's been a real breeze, and a good reference for basing my own internal models on. Lots of supported file types and language ports.

  • iqm

    Inter-Quake Model format development kit

  • If you're going to go to the effort of writing a custom file format, you may as well just write your own Blender export script so that you have the data you want right from the start. If you aren't familiar with it, check out the IQM animation format, which is pretty easy to understand. It has examples of how to load the format, as well as the actual export .py scripts that it uses to export from blender.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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