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Re: I need to learn Graphics stuff, some advice please? Gustavo Adolfo Pizano Thu Jun 11 10:01:14 2009

The format is fairly straightforward, and the exporters allow you to selectively export specific elements of a scene, so you can start small (just models) and work your way up as you come more accustomed to it and extend your 3D engine. You'll still have to write your own importer of course.

aha so this is the tricky part.. write the importer into my app.

I will follow your advice and start with little models and try to import them into my app canvas.. and see the resutls.. then go step by step higher.. (I guess it will take me tons of time, i don't mind).
If you're new to this sort of thing, you're going to need a lot of time and patience, and you'll need a good head for 3D.
mmm well Im not the best in 3d stuff ... but not the worst, I understand some concepts and internally in my mind I don't have much difficulties, but sometimes its a pain in the behind,.. I guess I will have to smoke it green then . :P.

thanks for the help

G


On Jun 11, 2009, at 6:31 PM, Adam Tween wrote:

Collada is an open source XML format with similarities to FBX (an Autodesk format) that encapsulates models, animation, skinning, lighting, cameras and quite a lot more - I suppose it's a scene graph exporter.

Most 3D apps now have Collada importers & exporters (including Blender) - it's used by an increasingly large number of game studios and middleware for getting data from a variety of apps, and passing data between apps themselves.



However, because Collada is popular you can get a lot of information out of the community if you ask the right questions and prepare your questions clearly.

These links should be a useful starting point:

http://khronos.org/collada
http://www.collada.org
http://www.feelingsoftware.com/

Regards,
AT

On 11 Jun 2009, at 16:48, Gustavo Adolfo Pizano wrote:

Making some google stuff, I end up with something called COLLADA.. wtf is that,.. is it a loader for 3d models into openGL?


G

PS: Sorry if I disturb somebody, I just need to know I will choose the right path before starting walking it.


On Jun 11, 2009, at 3:36 PM, Ed Zavada wrote:

I'm partial to Irrlicht myself - cleaner architecture, more modular; but it's been a few years since I've looked at them so none of them had iPhone support back then.

On Jun 11, 2009, at 9:27 AM, Gustavo Adolfo Pizano wrote:

Hello
Can you tell me which one from the open source provides me better things.. what about to port games to iPhone?

G


On Jun 10, 2009, at 11:14 PM, Ed Zavada wrote:

If your goal is to learn how to do this stuff, then no problem, the advice so far is great.

If your goal is to build a game then you probably should not start by reinventing the wheel. There are great inexpensive game engines, such as Unity and Torque that already have these things and many others built in. There are also free, open source projects such as Irrlicht, ORGE and Crystal Space, that will perhaps require more assembly but will also bring you much closer to implementing a game.

Hope this helps,
Ed

On Jun 10, 2009, at 4:56 PM, Gustavo Adolfo Pizano wrote:

Ok thanks

I will stick then with the "bible".. and after I'll fell rady, I will ask my friend to give me the 3d object, I dunno in what he does it.. maya or edmax.. I really dunno..

any case whatever it is.. I guess I should find documentation on how to read a particular model format isn't it?


Gustavo

On Jun 10, 2009, at 10:30 PM, Jean-Francois Roy wrote:

From 10 000 meters:

1) Have your artist export the model to some model format. This can be the well-known Maya OBJ format, or anything else sufficiently complex to store all of the model's data. This includes the usual suspects, such as all the vertices and their attributes (texture coordinates, normals, etc), but can also include many other things, such as face normals, weights for animation, animation frames, material shaders or parameters, etc.

2) Write an importer for the chosen model format. The idea here is to load all the vertex and their attributes into OpenGL buffers (which you'll then use as the data source for the vertex attribute arrays). You will also likely need to load other kinds of assets, such as textures and shaders, into texture and shader objects, etc.

3) Configure the pipeline to do your bidding.

4) Draw!

The second link provided by Gustavo is a good start. I would, however, avoid most of the NeHe tutorials, as they have not been updates or cleaned for modern OpenGL. Your 4th ed. OpenGL Bible however should prove to be a good guide.

Good luck!

On Jun 10, 2009, at 11:34, Gustavo Adolfo Pizano wrote:

wow thanks..
I will start making those tutorials :D:D:D:. I hope I will understand all of them. :s.

G
On Jun 10, 2009, at 8:17 PM, Sherm Pendley wrote:

On Wed, Jun 10, 2009 at 12:19 PM, Gustavo Adolfo Pizano <[EMAIL PROTECTED] > wrote:

Hello, well im new into the game world, Im almost done with my firs game Naval Battle(just missing some IA stuffs), which is a 2d app with a quartz bg, and .png for the ships. Now I wanna start learning more advance graphics things, to be able to implement nicer but simple games.

Im not a good drawer, I draw terrible, so I might have somebody who can make 3d models, in 3dmax, or something like that.

So I thought, "Hey lets learn OpenGl", and the book I have "Supper Bible 4th ed." i seems good, and I will keep reading. Imagine I know OpenGl (not advance but some medium level), and my friend made a 3d model of the character, what are the steps I need to do in order to put that model into my app?

The whole NeHe series of tutorials is well-regarded, but here's one specifically about loading MilkShape models:

<http://nehe.gamedev.net/data/lessons/lesson.asp? lesson=31>

This one, about loading Wavefront .obj files, is written primarily for the iPhone, but it's still applicable:

<http://iphonedevelopment.blogspot.com/2008/12/start-of-wavefront-obj-file-loader.html >

sherm--

--
Cocoa programming in Perl: http://camelbones.sourceforge.net


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