Can anyone please give me some advice on loading a blender model file into java3D without using blend2java, it doesn't work.
i do have a few java3D loaders for .3ds and .MS3D.
Thanks.
EDIT:
java3d is out dated and not used. Try using jmonkeyengine 3.0 if you want to develop 3D games,
I just felt as though I should but this here to make this question somewhat useful.
Try this guide. I can't blame you for not wanting to use blend2java as there is almost no documentation or tutorials.
Related
I've stumbled upon CGAL and it seems amazing.
Anyone know of any simple ways I can test some of it's magic out without knowing any prior C++ or programming? Or a really thorough guide?
Just to get you an understanding of my general tech level(unrelated to CGAL) I know printf.. prints.. stuff.. but I have no idea how to put that into practice. And I've managed to install npm modules by slamming commands into cmd and run a module afterwards.
If there's no easy beginning to get a taste of this, other tips is also welcome if I have to take a longer route to understanding this.
What I want to achive is my input is pointcloud data scans -> magic/CGAL/ -> 3D models is my output
You can try the 3D polyhedron demo that contains most of the functionalities of CGAL.
You can compile it yourself by compiling the code in demo/Polyhedron from a release or use the pre-compiled windows demo available: demo + dlls to be extracted in the directory of the demo.
Also here is a WIP version of a tutorial that should be integrated in the official documentation soon.
I'm trying to migrate Cocos2d-x 3.8 to 3.14.
but when I tried to find a blog or a blog that explaining how to solve the Issues, I could not found it.
I can only found Cocos2d-x 2.X to 3.X
So, I ask for help here.
Could you give me some guide for migrating Cocos2d-x? I want solve Audio Engine Issue(Ogg File now playing well).
//I apologize for my strange speech.I am not good at English.
I've been looking into this myself recently. I am seeing this (posted here on the Cocos2d-x forum) to be the best way of keeping up to date with the versions:
Just discovered that cocos gen-libs exists in version 3.8+ for making prebuilts. Instead of the engine existing in a folder/subproject in your game, it can just sit in the root cocos folder and be added to the search path.
From this, you should be able to pre-build the game engine and then use the pre-built files in your games. This could also be good if you make any alterations to the engine yourself, you could perhaps keep a fork of the engine elsewhere, and whenever you make a change to it you can prebuilt it and then bring it into your own project.
While it may not be much help now and is probably more complicated than what you were looking for, it may be the best choice moving forward.
I am a beginner of Blender, my professor asked me to read the source code of Blender 2.6 and study how blender implements the material and texture block. After i have downloaded the source code, i find it is impossible for me to read whole source code, especially without detailed comment and professional manual. Is there anybody can give me some advice or offer me some learning material? For example, i am confused by how multiple layers of texture are compounded by using different blend type, like mix, add, subtract or overlay. How does blender implement these functionality?
Take a look at the code layout diagram here.
I'd suggest you to get the source code and import the code into an IDE like QtCreator (import make file project). From there on, you can easily browse for the details.What you are looking for is a DNA entry.So look in the file DNA_MAterial_Types.h You can find the declarations for all the material types.
I am trying to make an iOS game. It's going to be 2D and tiled, but I am having some difficulty because really don't want to use external libraries if at all possible. I am using Tiled for designing my maps. Does anyone know of a tutorial or article that helps explain making a custom TMX loader?
This is supposed to be a learning experience that's why I don't want to use cocos2d.
Managed to figure it out for myself, TMX files are just XML and after some testing I was able to get one to load with NSXMLParser. The XML is described in detail here
https://github.com/bjorn/tiled/wiki/TMX-Map-Format
I'm trying to write a game with support for Joypads as well as mouse/keyboard. I've tried finding information about that, but it's either outdated or not portable enough.
Does anybody know of any good, lightweight libraries that can abstract Joypad reading? I want to use the 360 controller, but I would like support for more than that.
I'm primarily going to be writing on Windows, but I really don't want to use DirectInput/XInput, in case I ever wish to port my code.
Have you ever tryied OIS (Object Oriented Input System)? An efficient and light weight library.
I am very satisfied with it.
I have never tried with the 360 controller, but it should work fine.
This maybe an older question and is already answered but..
Someone on tigsource made a lightweight cross-platform gamepad library
that you might find useful.
You can view the post on it here.
What about SDL?
Maybe it's not what you mean by lightweight (it has the graphic and audio subsystems too), but it's very portable.
I know this thread is very old and by now you might have gotten what you need, but im answering this just in case someone stumbles on it and needs help as well.
I stumbled upon this library gainput and it seems like it makes alot of sense. You can try it out, if it helps.
Gainput is a lightweight c++ library, that enables you use the same interface for Joypads, macs, pc, linux as well as mobiles, and it is very easy to integrate to your project.
A link to gainput can be found here (http://gainput.johanneskuhlmann.de/)
Have you looked at XNA game framework?
There is also
Allero
http://www.talula.demon.co.uk/allegro/
GarageGames
http://www.garagegames.com/
Try that out