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by iFire 199 days ago
My take from working on free and opensource Godot Engine and 3d formats metadata is that the main difference is if the people have the knowledge / knowledge transferred of how the process works.

If you lost the knowledge and are substituting a library (vendor) for that knowledge, you have to rewrite that library to understand its gaps and how to update it.

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For example let's say you have a free and opensource 3d formats pipeline.

For a digital content creation tool studio (dcc) which has one tool (maya) and they use a intermediate format called (fbx) and you want to interchange a 3d avatar in Godot Engine.

If you want to amend the process to swap out maya with blender, you would need to understand how the fbx format works and also how maya, blender and Godot Engine works.

Sure you can outsource the library to an external project like assimp, but the moment a particular fbx is broken you basically start rewriting assimp. If the errors are close to 80% of the imported cases, you'd need to rewrite assimp.

Also fbx in Godot Engine is a reimplementation of FBX as there's no specifcation of FBX file format. This is similar to your vendor locked in description.

This isn't a typical enterprise data exchange process but maybe my change of the theme of the process can help.

> This isn't a typical enterprise data exchange process but maybe my change of the theme of the process can help.

A typical enterprise data exchange would be like parts and suppliers for inventory.