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Load entity meshes from gltf/glb files#2762

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IntegratedQuantum merged 168 commits intoPixelGuys:masterfrom
RanPix:gltfmodels
Apr 11, 2026
Merged

Load entity meshes from gltf/glb files#2762
IntegratedQuantum merged 168 commits intoPixelGuys:masterfrom
RanPix:gltfmodels

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@RanPix RanPix commented Mar 20, 2026

Requires #2733 and #2680

Progress towards #2419 and #87

progress towards #2777
fixes #2830

So far only works in blockbench coordinate system (right handed, y-up, z-forward) converting it to our system, so for now you have to be sure you export your mesh in the right system if its from another program. Doesn't load textures so they are still stored in game assets. This is a really simple start that i will build up on in future PRs.

A few questions still remain:

  • Do we want to keep the legacy .obj loading? (no, because in a later pr when i add joints i wont be able to add them and it will brake stuff, and thats generally useless)
  • Do we want to load the file data ourselves and then feed it into the cgltf or just let cgltf handle that (turns out there is no problem with that so its best to do that so that we can have local allocations)
  • Do we want to override cgltf allocation functions?
  • Do we want to try handle other possible edge cases that might happen when exporting from other applications? (like different coordinate systems and stuff) (yes Allow loading block models with different coordinate systems #2777)

RanPix and others added 30 commits November 6, 2025 17:45
Co-authored-by: careeoki <122191047+careeoki@users.noreply.github.com>
also renamed entity.zig -> clientEntity.zig to make it easier to distingues it from the already existing Entity.zig in server/
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@IntegratedQuantum IntegratedQuantum merged commit ab82911 into PixelGuys:master Apr 11, 2026
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Convert .obj to .glb

4 participants