I am planning to develop an iOS app and would love to have some very simple 3d objects the user could interact with either by gestures or gyro. I don't need complex animations or game logic. I have developed simple apps but never used 3d. What frameworks could be best for such task and does it take a lot to learn and implement?
Cocos engine. Google cocos2D but look for the 3D information. Cheers
Using OpenGL with GLKit seems to benefit you the most here.
I started to use NinevehGL (http://nineveh.gl). It is a very simple framework to load and handle 3D objects for iOS.
I guess OpenGL can fit your need.
Related
As briefly as I can; are there any frameworks available that I can drop into an iPad app I'm working on, along with a 3D model, and allow me to add a view that will present the model in an interactive format?
Model needs to be rotatable, and ideally I would like to be able to add interactive points on to the model that pop up modal views when tapped.
I have never worked with 3D before in any respect so I'm coming at that part as a complete novice. The 3D model is being supplied to me and will be available in "various formats". The rest of the app is pure Objective-C in which I'm proficient enough.
I have Googled and Googled and have come up with nothing so far.
Failing there being any drop-in frameworks, how much of a challenge is it likely to be to get myself up to speed with what I would need to know? Are there any good starting points to expand my knowledge here?
3D is a complex matter, if you don't see your future dealing with it on a regular basis I wouldn't recommend writing your own solutions for it.
The closest you can find to a drag and drop framework would be the SDK of the iPhone / iPad GPU's manufacturer. It's pretty easy to use.
PowerVR SDK Download
After a free registration on their website, you can download the SDK that contains lots of samples with source code. Their framework displays 3D models in their own POD format, which is of course heavily optimized for the iOS devices. Ask your 3D model provider to give you the models in POD format (you can find POD converters / exporters for Maya etc. on PowerVR's website as well).
I wanted to develop a game. I want to develop with the knowledge that I am having in OpenGL ES 2.0 and C language.
First thing that comes into my mind is how to develop textures etc. So please can any one tell me what are all the tools, game engine etc what all i need.
Any good tutorials for the same.
thanks in advance.
You said you want to use OPENGL ES 2.0, I understand you want develop for an Android or IPhone device.
You need read some about matrix, rotation, translations. OpenGl ES doesn't have glrotate and gltranslate methods(and more), but you can develop your own methods method using then OpenGl documentation:
http://www.opengl.org/sdk/docs/man/xhtml/glRotate.xml
http://www.opengl.org/sdk/docs/man/xhtml/glTranslate.xml
If you want to use OPENGL for draw, you will need write a vertex and fragment shader
What kind of shader for 2D games (ie. Super Mario)
A lot of stuff you need, this is only a little piece. I hope this be helpful to you.
I'm am an experienced flash developer who's been learning objective-c for the last 5 months.
I am beginning the development of an app previously prototyped in Flash and I'm trying to guess what could be the best approach to port it to iOS.
My app is kind of a music game. It consists of some dynamic graphics (circles growing and rotating), with typography also changing and rotating. Everything moves in sync with music. And at the same time the user can interact with the app (moving and rotating things) and some sounds will change depending on his actions.
Graphics can't be bitmaps because they get redrawn every frame.
This was easy to develop with Flash due to its management of vector graphics. But I'm not sure what would be the best way to do it in objective-c.
My options, I guess are things like: Core Graphics, OpenGL, maybe Cocos2D (not sure if that would be to kill a flea with a sledgehammer). Or even things like OpenFrameworks or Cinder, but I rather use objective-c other than c++.
Any hint on where to look at will be appreciated.
EDIT:
I can't really put a real screenshot due to confidentiality issues. But it is something similar to this
But it will be interactive and sections would change size and disappear depending on the music and user interaction.
Which graphics library should you use? The answer is going to depend a lot on what you know or could learn. OpenGL will use hardware acceleration, so it's probably fastest. But OpenGL doesn't have built-in functions for drawing arc segments or any curves or text at all, so you'd probably have to do it yourself. Also, OpenGL is notoriously difficult to learn.
Core Graphics has many cool methods for drawing vector graphics (rectangles, arcs, general paths, etc.), but might be slower than you want, depending on what you're trying to do. Without having code to actually run it's hard to say.
It looks like Cocos2D is built on OpenGL and is made to be simple. I see lots of mention of sprites on their website, but nothing about vector graphics. (I've never used it, so it could be there and I'm just not seeing it.)
If I were in your position, I'd look into cocos2d and see if it does vector graphics at all. If not, I might give Core Graphics a try and see what performance was like. I know OpenGL can do what you want, but it can be difficult to learn, so I'd probably do that last.
does anybuddy know, any good third party charts/graphs provider for iPad which we can use in business applications?
Apart from core-plot.
Core Plot is a plotting framework for Mac OS X and iOS. It provides 2D visualization of data, and is tightly integrated with Apple technologies like Core Animation, Core Data, and Cocoa Bindings.
Core-plot and also have look to PowerPlot
From a review I did recently there are very few good iOS charting components. Most are pitifully slow, which spoils the tablet / phone user experience. I was made aware recently of a newcomer to iOS charting by ShinobiControls. They have some pretty good looking charts:
But what really sets them aside is the speed, I downloaded the trial and was amazed to see charts with 100,000+ points rendering at 60fps and multi-touch support.
I have used CorePlot and this seriously beats it by a long way!
as a beginner, I've tried to use java to make a 2D object.
then I want to make a 3D object but in the editor application that I use does not support Java 3D libraries. roughly, how I could incorporate 3D java libraries into the application that I use.
I use the "jcreator" and "bluej" as java editor.
Java doesn't come with any 3D libraries built in, so you're going to have to download and install one yourself. You can get the Java 3D API here. Here's a rough tutorial to take a look at as well, this may help too. Just as a heads up, there is far more math involved in 3D programming than there is with 2D. Make sure you have a solid grasp on how 2D graphics work before you jump in to 3D. Good luck, have fun.
Also, if you're looking into creating games in Java then I would suggest lwjgl (Lightweight Java Game Library).