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→‎Notes: character model will be gltf
(→‎Notes: character model will be gltf)
 
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* Roles and privileges are set up using [http://git.icynet.eu/freeblox/web-service/src/branch/master/apps/auth/src/database/seeds/0002-initial-privileges.ts database seeder].
* Roles and privileges are set up using [http://git.icynet.eu/freeblox/web-service/src/branch/master/apps/auth/src/database/seeds/0002-initial-privileges.ts database seeder].
* Store categories are set up using database seeder.
* Store categories are set up using database seeder.
* When creating Accessories, the model has to be exported as GLTF binary format and the material must be baked into an albedo texture. Meshes and Textures are separate content objects. Animations are not yet supported/planned.
* When creating Accessories, the model has to be exported as glTF binary format and the material must be baked into an albedo texture. Meshes and Textures are separate content objects. Animations are not yet supported/planned.
* Character model will probably need its own format to dictate how it loads and what features it supports. Games should also be able to choose which models are allowed in their game, as asset loading is done at first on the server side.
* Character model will use the glTF format for model data and to dictate how it loads and what features it supports. Games should also be able to choose which models are allowed in their game, as asset loading is done at first on the server side.

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