Supported File Formats

The following overview describes which file formats can be loaded by the Inexor engine. It also discusses which formats are not supported.

Textures

Inexor engine uses stb image loader, so it can load the following image formats:

Technically, it can load the following formats, but they are not recommended:

Inexor does not support dds. As a general rule, prefer png or jpeg files for textures.

Music / Sounds

For ingame music or sound effects, use the following formats:

  • ogg vorbis (recommend for in-game distribution)
  • flac (recommend for recording)
  • wav (not recommended since it's an uncompressed format)

Inexor does not support mp3 because it is not open source.

Models / Animations

Inexor can load the following file formats

The support for gltf files is based on tinygltf. Use gltf2 for skeletal and vertex animated characters, weapons, items, and world objects. It supports animation blending, procedural pitch animation, and ragdoll physics for skeletally-animated characters.

gltf

Inexor will not support obj file format because gltf 2.0 is the new open source standard for 3D art, whereas obj is very simple and outdated. There will also be no support for fbx or since it is not an open source format. We will not support iqm or md3/md5 because it is quite outdated as well.

Configuration files

Because Inexor engine is using nlohmann/json, we can load json files. Inexor engine can also load toml files because we are using toml11. We have deliberately decided not to use json for configuration files, since json doesn't support comments in the configuration file. Instead, we are using toml for configuration files.

More reasons why not to use json for configuration files can be found here and here.