korlibs / korlibs/korge-k3d

Implement glTF 2.0 along PBR rendering -> kproject along 3D code

Open
#2 0 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
Kotlin
Stars
4
Forks
5
PR merge metrics
No merged PRs in 30d

Description

So being able to load and position glTF 2.0 models, would be a huge leap in terms of 3D support.

Some useful links:

* https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
* https://learn.microsoft.com/en-us/azure/remote-rendering/overview/features/pbr-materials
* https://snagy.github.io/glTF-WebGL-PBR/
* https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
* https://gist.github.com/galek/53557375251e1a942dfa
* https://github.com/shrekshao/minimal-gltf-loader
* https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0#readme
* https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html

Contributor guide

No contributing guide indexed for this repository

Research direction

Start by reading the glTF 2.0 specification and the linked Khronos sample models and PBR shader examples, then inspect the repository's existing 3D code. Done means the project can load and position glTF 2.0 models with PBR rendering, but the issue does not identify specific files or tests.

Written by the indexing model from the issue text.

Assessment

Tech stack
kotlin
Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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