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KhronosGroup
glTF
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KhronosGroup / glTF

glTF

glTF – Runtime 3D Asset Delivery

16Distinct people
17Mentions
1Explicit recommenders
7.9KGitHub stars
REPOSITORY AT A GLANCE

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What it is

glTF – Runtime 3D Asset Delivery

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

My favorite format for this is Gltf. The spec is very concise, and powerful. https://github.com/KhronosGroup/glTF/tree/master/specificati...

randyrand used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year17 dated mentions

Observed mentions: 2013-04-09 20:59:49 UTC to 2024-07-08 09:21:01 UTC.

0122013-01-01 00:00:00 UTC to 2014-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20132014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20132013-01-01 00:00:00 UTC2014-01-01 00:00:00 UTC101
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC211
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC202
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC202
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC101
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC202
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC101
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC202
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

17 sources
To me the downside is that it's basically building an AST with a cumbersome 'AST builder API' instead of designing a new specialized programming language where the dependency tree and 'node payload' is all integrated into a single language (instead of having the traditional split between CPU- and GPU-side languages, and a 3D API as glue sitting inbetween - as more and more work moves to the GPU that traditional split makes less and less sense IMHO). The idea to build an AST with an API instead of a dedicated language feels a lot like GLTF's new interactivity extension, which describes an AST in JSON (blech): https://github.com/KhronosGroup/glTF/blob/interactivity/exte... PS: also, it would be nice to get an idea what the debugging situation is for workgraphs.
In A quick introduction to DirectX workgraphs
My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a superset of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... ). This OpenPBR is designed to handle Hollywood VFX type effects as well as real-time, thus it is more complex than glTF's PBR materials which are real-time focused. Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity. OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a wo
Read the rest
rld where high quality 3D assets are exchangeable between content creation tools.
In Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
An open standard that is very capable (but cannot find if it can do streaming over http) is https://github.com/KhronosGroup/glTF It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.
In visionOS
> Is it possible to use the runtime with glTF2 files exported directly from Blender[1], i.e. without involving Kuesa 3D Studio? Yes, there's no magic involved, Kuesa Runtime loads any glTF 2.0 just fine. Note that the runtime being offered under AGPLv3 as open-source license, implies that you'll have to make your whole application available under the same license too if you use it that way (or buy a commercial license). > If so, are there any features of the runtime that can only be utilized in combination with Kuesa 3D Studio? For instance, Kuesa Studio comes with the IRO Material add-on for Blender. Kuesa Runtime loads IRO materials just fine on its own, but the point of those is that the artist who will work in Blender can create assets that will look almost exactly (in Blender) as the GL rendering in the actual application. Likewise,
Read the rest
Kuesa Studio provides Kuesa layer support in Blender, which allows to have various layers of things that can be enabled / disabled at run-time. The whole spec is open and the runtime has no trouble loading layers - it's just much more cumbersome to go and edit your glTF file by hand to add them, rather than telling your designer to set the correct field in Blender :-) A third thing is glTF export of animation of properties (https://github.com/KhronosGroup/glTF/pull/1301/files/c72ffab...). There are also other useful tools provided with Kuesa Studio - an asset compressor which helps reducing the size of your glTF 2 content in order to compare and improve load times, a minimal viewer, etc. - basically all tools to improve the workflow of getting your asset from the designer's tool to your app or device and being able to check that "everything is fine" at every state of the pipeline.
In Kuesa 3D 1.2
Yeah, there are a lot of VRML replacements coming out right now. X3D[0] is the official VRML 2.0, but I believe it requires a plugin (well, there is a THREE.js importer, but at that point you really should be using glTF[1] or THREE.js's own JSON format). There is GLAM by Tony Parisi[2], who actually did a lot of work on the original VRML. And very recently, Mozilla released A-Frame[3], which is trying to also build an ecosystem of reusable Web Components. All interesting in their own right. I think A-Frame has the best chance of succeeding, in that it has the most high-profile backing right now. That said, they're all pretty low level. I specifically do not want users doing wholesale scene design in a hand-written script format. For the work I want to do, that's what a 3D modeling package like Blender is for, and as hard was Blender is to
Read the rest
use, it's a lot easier to get a non-trivial scene working with it than hand-writing XML code. My Live-Editable 3D Environment demo is more of a stop-gap for a much more drag-and-drop experience I'm planning for the future. The goal (and I'm certainly not there yet, but I've been making pretty fast progress) is to make something more akin to a Window Manager for VR. In the same way that DWM on Windows or X on Unix provide a higher level of abstraction for GUI elements beyond raw graphics primitives, I want to be able to provide a set of GUI elements that are useful for adapting HTML forms in VR. With Primrose, you shouldn't have to model a button that a user can click unless you have a specific need to completely redesign a button. There should be a button already that you can place on your scene/form with the same ease you would an HTML button in the DOM. Long-story short, I'm trying to make the VB6 of WebVR. [0] http://www.web3d.org/ [1] https://github.com/KhronosGroup/glTF [2] http://tparisi.github.io/glam/ [3] https://aframe.io/
In Show HN: Primrose - WebVR Framework
The post mentions OpenGEX as a game engine data exchange format. If you're interested in 3d data formats and specifically good runtime formats, you might be interested in glTF too, which is a JSON+binary asset format specifically targeted at storing runtime-optimized data (as opposed to COLLADA which is more a editing-oriented format). It's backed by the Khronos group --the people behind OpenGL / Vulkan / WebGL-- and they have a COLLADA-to-glTF converter: https://github.com/KhronosGroup/glTF. Having spent some time working with the format, I hope it takes off and we see native support for it in most tools at some point. I've had great success using glTF to export models + skeletal animations from Blender and then import them for use with WebGL: https://twitter.com/elisee/status/558238454962978816. This is a little test project made with S
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uperpowers, a soon-to-be open source HTML5 2D+3D game maker I've been designing with a couple of friends: https://sparklinlabs.com/
In In the age of free AAA game engines, are we still relevant?

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