# glTF

Published articles for glTF.

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## Khronos Sponsors Open-Source glTF Importer/Exporter for Autodesk 3ds Max

DevFeed: [Khronos Sponsors Open-Source glTF Importer/Exporter for Autodesk 3ds Max](<https://devfeed.tech/articles/khronos-sponsors-open-source-gltf-importer-exporter-for-autodesk-3ds-max-15114.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/khronos-sponsors-open-source-gltf-importer-exporter-for-autodesk-3ds-max>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-07-14T13:00:00Z

Content type: release

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [Open Source](<https://devfeed.tech/topics/open-source.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Tool](<https://devfeed.tech/topics/tool.md>), [Documentation](<https://devfeed.tech/topics/documentation.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [animation](<https://devfeed.tech/tags/animation.md>), [apache](<https://devfeed.tech/tags/apache.md>), [api](<https://devfeed.tech/tags/api.md>), [blog-glt](<https://devfeed.tech/tags/blog-glt.md>), [cameras](<https://devfeed.tech/tags/cameras.md>), [compression](<https://devfeed.tech/tags/compression.md>), [documentation](<https://devfeed.tech/tags/documentation.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [plugin-development](<https://devfeed.tech/tags/plugin-development.md>), [plugins](<https://devfeed.tech/tags/plugins.md>), [render](<https://devfeed.tech/tags/render.md>), [standards](<https://devfeed.tech/tags/standards.md>)

### AI overview

The Khronos Group sponsored and released open-source glTF 2.0 importer and exporter plugins for Autodesk 3ds Max under the Apache 2.0 license. The plugins support round-trip glTF workflows, including scene content, materials, textures, compression, animation, lighting, and instancing.

### Source excerpt

The Khronos Group has sponsored the glTF 2.0 Importer/Exporter for Autodesk 3ds Max open-source project under the Apache 2.0 license, and today has released the resulting glTF importer and exporter plugins, built to professional standards in collaboration with the community, and free for all to use.

## AR And VR In Java: ARKit, ARCore, And A Virtual Room You Can Debug

DevFeed: [AR And VR In Java: ARKit, ARCore, And A Virtual Room You Can Debug](<https://devfeed.tech/articles/ar-and-vr-in-java-arkit-arcore-and-a-virtual-room-you-can-debug-19200.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/ar-vr-support-simulation/>)

Author: Shai Almog

Published: 2026-07-12T00:00:00Z

Content type: release

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Java](<https://devfeed.tech/topics/java.md>), [Emulator](<https://devfeed.tech/topics/emulator.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>), [Android](<https://devfeed.tech/topics/android.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [iOS](<https://devfeed.tech/topics/ios.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [debug](<https://devfeed.tech/tags/debug.md>), [emulator](<https://devfeed.tech/tags/emulator.md>), [event-driven](<https://devfeed.tech/tags/event-driven.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [ios](<https://devfeed.tech/tags/ios.md>), [java](<https://devfeed.tech/tags/java.md>), [release](<https://devfeed.tech/tags/release.md>), [simulation](<https://devfeed.tech/tags/simulation.md>), [simulator](<https://devfeed.tech/tags/simulator.md>)

### AI overview

A Codename One release adds portable AR support over ARKit and ARCore, stereo rendering and 360 media support, and a simulated AR backend. Developers can test tracking, planes, anchors, hit testing, and related event-driven code in a virtual room within the simulator.

### Source excerpt

World tracking, plane detection, anchors, stereo rendering and 360 panoramas, with a simulated AR room so the whole loop is debuggable in the simulator.

## Game Builder Tutorial 3: Build a First-Person 3D Dungeon

DevFeed: [Game Builder Tutorial 3: Build a First-Person 3D Dungeon](<https://devfeed.tech/articles/game-builder-tutorial-3-build-a-first-person-3d-dungeon-19310.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/game-builder-3d-dungeon/>)

Author: Shai Almog

Published: 2026-07-09T00:00:00Z

Content type: tutorial

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Tutorial](<https://devfeed.tech/topics/tutorial.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Code](<https://devfeed.tech/topics/code.md>), [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [blender](<https://devfeed.tech/tags/blender.md>), [build](<https://devfeed.tech/tags/build.md>), [camera](<https://devfeed.tech/tags/camera.md>), [code](<https://devfeed.tech/tags/code.md>), [games](<https://devfeed.tech/tags/games.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [map](<https://devfeed.tech/tags/map.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [model](<https://devfeed.tech/tags/model.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>)

### AI overview

A tutorial for building a first-person 3D dungeon with Codename One Game Builder. It covers 3D scene setup, genre-specific play styles, mesh-based assets, lighting, collision, and importing glTF models.

### Source excerpt

A code-included walkthrough that builds a first-person 3D dungeon with the Codename One Game Builder -- terrain, walls, a spawn, the companion code, and streaming large worlds.

## Khronos Launches Initiative to Extend glTF for Volumetric Media

DevFeed: [Khronos Launches Initiative to Extend glTF for Volumetric Media](<https://devfeed.tech/articles/khronos-launches-initiative-to-extend-gltf-for-volumetric-media-15113.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/khronos-launches-initiative-to-extend-gltf-for-volumetric-media>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-06-15T13:00:00Z

Content type: news

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>), [interoperability](<https://devfeed.tech/topics/interoperability.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [api](<https://devfeed.tech/tags/api.md>), [blog-gltf-volumetri](<https://devfeed.tech/tags/blog-gltf-volumetri.md>), [capture](<https://devfeed.tech/tags/capture.md>), [extend](<https://devfeed.tech/tags/extend.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [media](<https://devfeed.tech/tags/media.md>), [playback](<https://devfeed.tech/tags/playback.md>), [standard](<https://devfeed.tech/tags/standard.md>), [standards](<https://devfeed.tech/tags/standards.md>), [streaming](<https://devfeed.tech/tags/streaming.md>)

### AI overview

Khronos has established a Volumetric Media Subgroup within its 3D Formats working group to extend glTF for interoperability across volumetric capture, data formats, and content playback. The initiative invites organizations to help define the new capabilities.

### Source excerpt

Any interested organizations are invited to join Khronos to help define new glTF capabilities to enable interoperable volumetric capture, streaming and playback

## Introducing glTF 2.1 with Complex Scenes

DevFeed: [Introducing glTF 2.1 with Complex Scenes](<https://devfeed.tech/articles/introducing-gltf-2-1-with-complex-scenes-15110.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/introducing-gltf-2.1-with-complex-scenes>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-06-11T13:00:00Z

Content type: release

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>), [interoperability](<https://devfeed.tech/topics/interoperability.md>), [Tooling](<https://devfeed.tech/topics/tooling.md>), [Streaming](<https://devfeed.tech/topics/streaming.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [announce](<https://devfeed.tech/tags/announce.md>), [api](<https://devfeed.tech/tags/api.md>), [blog-glt](<https://devfeed.tech/tags/blog-glt.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [interoperability](<https://devfeed.tech/tags/interoperability.md>), [release](<https://devfeed.tech/tags/release.md>), [streaming](<https://devfeed.tech/tags/streaming.md>), [tooling](<https://devfeed.tech/tags/tooling.md>)

### AI overview

The Khronos 3D Formats Working Group announces plans for glTF 2.1, a focused and backward-compatible revision designed to support large, composed scenes. Proposed capabilities include multi-file scene graphs, spatial primitives, stable object IDs, progressive 3D streaming support, larger GLB files, and a formally deprecated multiple-scenes pattern.

### Source excerpt

Since the release of glTF™ 2.0 in 2017, the format has matured into a rich ecosystem spanning mesh compression, texture optimization, 3D Gaussian splats, and more. Today, the Khronos® 3D Formats Working Group is excited to announce plans for glTF 2.1: a focused, backward-compatible revision of the core specification, built around a single motivation -- making glTF work as well for large, composed scenes as it already does for single assets. Every feature in this release addresses a real gap that today forces teams toward proprietary conventions, custom tooling, or workarounds that break interoperability.

## From Specification to Practice: Unlocking glTF's Full Potential

DevFeed: [From Specification to Practice: Unlocking glTF's Full Potential](<https://devfeed.tech/articles/from-specification-to-practice-unlocking-gltf-s-full-potential-15109.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/from-specification-to-practice-unlocking-gltfs-full-potential>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-04-06T13:00:00Z

Content type: article

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>), [Development](<https://devfeed.tech/topics/development.md>), [Learning](<https://devfeed.tech/topics/learning.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [api](<https://devfeed.tech/tags/api.md>), [blog-glt](<https://devfeed.tech/tags/blog-glt.md>), [developers](<https://devfeed.tech/tags/developers.md>), [education](<https://devfeed.tech/tags/education.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [resources](<https://devfeed.tech/tags/resources.md>), [standards](<https://devfeed.tech/tags/standards.md>), [tutorials](<https://devfeed.tech/tags/tutorials.md>)

### AI overview

The Khronos 3D Formats Working Group has launched an Education, Insights, and Outreach Subgroup to provide guidance, resources, and practical information for using glTF and related standards. The initiative expands earlier 3D Commerce education efforts across industries and will develop technical blogs, tutorials, videos, and other learning resources.

### Source excerpt

The Khronos 3D Formats Working Group, which manages both the glTF and KTX standards, has launched an Education, Insights, and Outreach (EIO) Subgroup dedicated to equipping creators and developers with the guidance, resources, and real-world information they need to unlock glTF's full potential.

## How did we build 3D animations in mobile apps?

DevFeed: [How did we build 3D animations in mobile apps?](<https://devfeed.tech/articles/how-did-we-build-3d-animations-in-mobile-apps-15453.md>)

Original publisher: [Read original article](<https://medium.com/wise-engineering/how-did-we-build-3d-animations-in-mobile-apps-515c3de87b74?source=rss----f2565bbe9c46---4>)

Author: Yağız Gürgül

Published: 2025-01-29T16:59:35Z

Content type: tutorial

Language: en

Sources: [Wise Engineering - Medium](<https://devfeed.tech/sources/wise-engineering-medium.md>)

Topics: [Three.js](<https://devfeed.tech/topics/threejs.md>), [Mobile](<https://devfeed.tech/topics/mobile.md>), [WebGL](<https://devfeed.tech/topics/webgl.md>), [HTML](<https://devfeed.tech/topics/html.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [animation](<https://devfeed.tech/tags/animation.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [html](<https://devfeed.tech/tags/html.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [optimisation](<https://devfeed.tech/tags/optimisation.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [three-js](<https://devfeed.tech/tags/three-js.md>), [webgl](<https://devfeed.tech/tags/webgl.md>)

### AI overview

Wise describes how it brought its 3D illustrations to life as interactive real-time animations in mobile apps. The team chose three.js scenes rendered in local HTML files inside mobile app web views, using WebGL for both iOS and Android, and then optimized large glTF assets for mobile delivery.

### Source excerpt

In March 2023, Wise launched its new brand -- as part of it, we introduced a collection of bold new 3D illustrations. While visually stunning, our brand team had bigger ambitions to bring them to life and elevate Wise further. This took us on a journey to understand the technical landscape and challenges around creating a seamless multi-platform solution for interactive 3D animations. interactive 3D intro on Wise iOS appThe new illustration set in Wise Our new illustration set took inspiration from icons, allowing us to communicate with a global audience. They're unique, bold and dynamic, even when still. They give us opportunities to share moments of delight with our customers and help our brand stand out from billboard to button. check out https://wise.design/ for more! What sets illustrations at Wise apart is that they're not static. Each one is paired with a crafted 3D model, featuring detailed UV maps, precise shading, and carefully designed lighting. This raises an exciting question: What if we rendered these illustrations dynamically in real time, making them interactive on mobile apps? Native or web view? To render illustrations in real time, we explored several technical solutions: Native Filament three.js We opted to create 3D scenes using three.js, one of the most popular open-source web projects. Some of the reasons behind this include: Managing native solutions for iOS and Android platforms would demand extra engineering effort. The support and documentation available for three.js surpass others. The web view solution delivers native-like performance by using WebGL on both platforms. As a result, we consistently achieve 60/120 FPS across all scenes on both devices. The plan was simple. Build simple HTML files that render 3D scenes and load these files locally in mobile apps 🚀 But we had a "huge" problem... The 3D models were specifically designed for static illustrations, resulting in a high polygon count that contributes to larger file sizes. For instance