Visam Posted October 27, 2017 Share Posted October 27, 2017 Hello Is there a Binary Babylon File format? I tested the tool ( https://github.com/BabylonJS/Exporters/tree/master/Tools/ConvertToBinary ) half year ago, but the result are Babylon text format files, not really Binary. We need to reduce models downloading time. Any ideas? Brg Mihail Quote Link to comment Share on other sites More sharing options...
mr_pinc Posted October 27, 2017 Share Posted October 27, 2017 The .gltf format uses binary and has produced good results for us. You can't inlcude lights though so we've just been importing our models using gltf and the rest of the scene with .bablyon files. Visam 1 Quote Link to comment Share on other sites More sharing options...
RaananW Posted October 27, 2017 Share Posted October 27, 2017 Binary format... now that's something I haven't heard for a long time I wonder - why do you need a binary format? is it because of file size? because if it is, enabling gzip compression on your text files (server-side) will probably be the better way to go. regarding the binary format exporter - most of the sene will stay a .babylon file. the vertex data of the meshes can be represented as a binary file. Quote Link to comment Share on other sites More sharing options...
Visam Posted October 27, 2017 Author Share Posted October 27, 2017 1 hour ago, RaananW said: the vertex data of the meshes can be represented as a binary file. How? 1 hour ago, RaananW said: Binary format... now that's something I haven't heard for a long time thank you 1 hour ago, RaananW said: I wonder - why do you need a binary format? is it because of file size? yes 1 hour ago, RaananW said: because if it is, enabling gzip compression on your text files (server-side) of course it is possible. but if a file will have binary format, front-end and back-end don't need to spend time and memory to gzip/ungzip especially for babylon files 100 MB... Quote Link to comment Share on other sites More sharing options...
mr_pinc Posted October 27, 2017 Share Posted October 27, 2017 RaananW - You are assuming that everyone is serving their files via web server. If you were to be using an installed application (mobile/desktop) there are lots of reasons why you might want a binary file format. Quote Link to comment Share on other sites More sharing options...
RaananW Posted October 27, 2017 Share Posted October 27, 2017 I am still not too convinced about the need of a binary file When you pack an application for mobile or desktop usage, the files are being packed to a single application and usually are compressed. When serving in a browser that supports gzip (all browsers who support webgl support gzip) you can use compression. The binary format's structure was very redundant. It simply stored all vertex data as binary data. no reusage, no compression, it wasn't optimized. I didn't quite follow on the binary file format state of babylon, but I think we don't officially support it anymore (But please don't quote me on that ) Quote Link to comment Share on other sites More sharing options...
mr_pinc Posted October 27, 2017 Share Posted October 27, 2017 RannanW - They still take up disk space. It also obfuscates the data a bit. Not all the reasons are driven by transport needs. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 27, 2017 Share Posted October 27, 2017 GLB is the way to go here Babylon binary is also a great option: you still have a json file for the catalog but all geometry data will be pure binary content Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted November 3, 2017 Share Posted November 3, 2017 I have created support for pre-compressed binary json files that GREATLY reduce the WHOLE scene file. I also have support for pre-compressed (.gz) for babylon content like scene files and game project javascript code: Toolkit Ready HeadClot 1 Quote Link to comment Share on other sites More sharing options...
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