I'm currently attempting to learn how to program in OpenGL in iOS. Turns out the book that I'm reading is made for Xcode 3 (Learning iOS Game Programming) and there's a huge leap in integrating Open GL between Xcode v3 and v4.5 with getting rid of the separation of OpenGL v1 and v2, the OpenGL library and getting rid of the old template. I think it would really help me get a starting foot if I could look at the original OpenGL template (the one with the 2D square moving up and down) translated over to the new standard OpenGL template, instead of seeing the 3 dimensional squares, so I can see what's translated to what. I have no idea why they changed the view (to show off possibilities?) but it makes it extremely hard to cross reference to know what should go where and what's what compared to the older template. Does anyone know a good way to tackle this or better yet, has the old template been translated?
The template that is included in xcode 4.5 uses openGL es 2. It shows 2 approaches. The first one is by using OpenGL ES 2.0 natively, shaders and everything that people are used to. The other is by using the special apple framework (GLKit). This one is made to ease the leap between OpenGL 1 and 2. (The transition between fixed and programable pipeline). My suggestion is to change completely your sources. Focus completely on OpenGL ES 2.0 by using other internet sources.
This link here explains the basics using the new template:
http://www.raywenderlich.com/5223/beginning-opengl-es-2-0-with-glkit-part-1
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I have been trying my hands for POC on an idea and trying to find languages which can support Mobile app development (Android/IOS) via single source code.
I zeroed on React-Native and Flutter.
What I found that for React-Native you still have to write code which is platform specific. Components need to be written differently for IOS and Android.
Then I looked in FLutter and I found that - "Flutter's widgets, however, while there are more of them, aren't really adaptive".
I am not able to understand it and what it means.
It would be really helpful if someone can help me with example or guide me to good reference.
In Flutter you have different sets of Widget Collection:
Material Widgets: Android-style
Cupertino Widgets: iOS-style
And lots of Widgets which aren't bound to one of those styles.
With this you are able to create a application looking like any style on any of the available platform. Therefore you can also have iOS-style Widgets on Android and vice versa.
If you want to have iOS Widgets on iOS and Android Widgets on Android, you'll have to create some conditional rendering, which decides wether to render iOS or Android components.
Sidenote: The Material-style Widgets look also really good on iOS. Also you can use a ton of other Widgets to create an UI in your own style.
So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.
I'm using the latest Unity version (2017.3.0f3) and check my player enable Window Mixed Reality. After building a new project from Unity with Build Type XAML, I see nothing but a black screen. When I use Build Type D3D, it works well.
Is there any problem with XAML type. Almost Mixed Reality tutorial on Microsoft, they recommend using D3D.
I want to create game with Spritehelper and Levelhelper. I wanted to know, how to create the menu with levelhelper.
How can I achieve this?
Look through this tutorial(http://www.raywenderlich.com/4622/how-to-use-spritehelper-and-levelhelper-tutorial), they provide detailed information and have LevelHelper/SpriteHelper tutorials provided by the developer himself.
After some research of instruments for new game I came to this conclusion:
Level Helper 2:
good levels editing
SpriteHelper support
no UI editor (no UI controls)
own class stack inherited from standard cocos2d classes (no way to create other nodes, not inherited from LHxxxx)
animations editor
physics editor
CocosBuilder
is not supported by developers (last update 2 years ago)
is universal: you can create UI and levels in it
has some bugs, but is open source, so you can easily fix some issues
uses default cocos2d class stack. You can instantiate any class inherited from Node
supports relative node positioning (in percents relative to parent size)
built in support of sprite sheets
animations editor
SpriteBuilder
new editor, based on idea of CocosBuilder (very similar to it)
is under active development by cocos2d developers
is universal (UI and levels)
very good layout features
supports only cocos2d-swift :-(
there is some 3rd party cocos2d-x loaders of SpriteBuilder scenes, but they are not always compatible with new versions of SpriteBuilder
animations editor
physics editor
Cocos Studio 1.x, 2.1
troubles with loading scenes from v1 in cocos2d-x v3 and above
new version of CocoStudio (2.1 for now) is still not ready for production and doesn't support many features from v1
supports relative node positioning (in percents relative to parent size)
animations editor
I want to add a feature to my Mac app inspired by the Help mode in iPhoto for iPad, pictured below. I would love to do this using built-in APIs, so I don't have to build my own tool-tip-like view. Is there any way for me to either show multiple tool tips at the same time, or to achieve something similar using NSHelpManager?
If you are targeting 10.7 or later you could do this fairly easily using NSPopover. You would have to create quite a few popover windows but it isn't difficult to do.