Definitely not instead of using dae or md5. In addition to, certainly.What do you guys think about importing a voxel format into your game instead of using dae or md5? I could give you code that converts from voxel to 3D mesh on the fly. I'm a bit unsure how one would best support animation in that case, but that's something we could figure out. Upside is that if you wanted to support voxel editing in-game, you'd be much closer already!
Supporting a voxel format for static or skeletal mesh is doable - we'ld need to work out how to convert skeletal voxel into our internal representation, but that should not be a huge issue - probably helps that you generally link a given voxel part to a single bone. Having a runtime voxel api for the production of mesh is also reasonable (and is what the voxel format loader can be build off of).
That would be nice, thanks. Note that I'll be adding a displayName field to the Shape format shortly.Talked to Cervator on skype and I think the first thing I'll add is an exporter for the *.shape format. Seems easy enough and should really help the artists.
The format is documented here btw:
https://github.com/MovingBlocks/Terasology/wiki/Shape-Architecture
https://github.com/MovingBlocks/Terasology/wiki/Block-architecture
Not sure why you're linking us to our own shape format documents though.