By Tony Mullen

ISBN-10: 0470574925

ISBN-13: 9780470574928

When you have ever attempted to put in writing a online game with simply simple openGL ES then you definitely comprehend that isn't find out how to increase a full-fledged iPhone 3D video game. the trail specified by this booklet is tips to move.

The e-book begins with an easy advent to OpenGL ES to demonstrate my aspect above. bankruptcy 2 is an creation to SIO2 programming. bankruptcy three and four discover the Blender international and combine the scene created in Blender into iPhone SDK through SIO2. through bankruptcy four, we've got the "World" spinning at the iPhone equipment, in 3D (a depraved twist at the vintage "Hello global" software, enjoyed it). you furthermore mght get a pleasant pat at the again from the writer for making it thus far! The bankruptcy on 'Picking and textual content' is great. the remainder of the chapters does a pleasant activity of winding up the creation to all parts of a 3D game.

There are a few error too within the e-book - specifically in bankruptcy three - the place we choose the sting loop - the way in which defined in bankruptcy didn't paintings for me, yet touching on the Appendix on Blender helped. it's also really easy to wander away in all of the intricacies of Blender and C/C++, yet with somewhat of exploring it is easy to come again heading in the right direction - patience will pay off. I want the writer had extra an Appendix on complicated C/C++ for the positive aspects utilized in the e-book.

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Extra info for 3D for iPhone Apps with Blender and SIO2: Your Guide to Creating 3D Games and More with Open-Source Software

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16). 17. 16 Unwrapping the sphere in the UV/ Image Editor Hello 3D World! 17 The unwrapped mesh pattern 16. 18. 19. 20, by viewing the object using the Textured Draw Type option from the 3D Viewport header. 18 Creating a new UV texture image All graphics that you plan to use in SIO2 need to be sized according to powers of two. Images can have 64, 128, 256, 512, or 1,024 pixels per side, but images with dimensions that are not powers of two will not be rendered by OpenGL ES in the iPhone. This is an easy mistake to make, and no error will be raised at any point; your objects will simply fail to appear.

There are also a number of attributes and settings that have a different meaning to SIO2 than they are taken to mean either in Blender or in the BGE. 2 Modeling the planet Earth for this exercise will be pretty simple. An unmodified textured sphere will do fine. 2, which you will find in the downloadable archive that accompanies this book. A color texture for planet Earth NASA Goddard Space Flight Center Image by Reto Stöckli (land surface, shallow water, clouds). Enhancements by Robert Simmon (ocean color, compositing, 3D globes, animation).

The code here won’t cause any problems if you run it on the simulator—it just won’t do anything. If you do have a registered device to use as a build destination, then you can access accelerometer data by implementing the templateScreenAccelerometer function as shown here: void templateScreenAccelerometer(void *_ptr) { printf(“templateScreenAccelerometer >> x:%f y:%f z:%f\n”, sio2->_SIO2window->touch[0]->x, sio2->_SIO2window->touch[0]->y, sio2->_SIO2window->touch[0]->z); } Build and run, and move your device around in the air to see the values printed to the screen.

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3D for iPhone Apps with Blender and SIO2: Your Guide to Creating 3D Games and More with Open-Source Software by Tony Mullen


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