use particle from particle designer to a project - iphone

I would like to use my particle created with particle designer in my xcode project that is not a cocos 2D project.Can I use it ? And if yes how ?

Particle Designer was created by Michael Daley, author of Learning iOS Game Programming. Particle Designer was a tool that was developed over the course of the book to help implement Particle Effects. The details of particle usage in a regular project are in this book, which is about iOS game programming with regular OpenGL ES (no Cocos2D).
Michael also wrote several tutorials, one of which is about Particle Emitters. I'm not sure if it works with Particle Designer effects though.

Related

Can Photoshop be Used as a 3D Modeling Program for Unity3D?

I was looking in to Photoshop cs6 extended recently, and I realized that 3D modeling can be done in there. Currently, I am trying to learn game design with unity3d and I was wondering if it is possible to import models from Photoshop into unity3d. Right now I do all of my 3D modeling work in blender. What are the capabilities of Photoshop and 3D modeling exactly? Would it be possible, or even smart, to import models made in Photoshop to Unity3d? If it is possible to make a 2d drawing into a 3d model using these tools would it be a smart thing to try to do? Or would it be better to just create a 3D model from scratch in blender. Sorry for all of these questions; I am new to Photoshop and would just like to know what is possible and if using it in this fashion would be a good idea. Would it be good to change my workflow to do modeling in Photoshop. If I am confused about anything, please correct me. I would also like to know if the meshes created in Photoshop are low-poly because I would like to use them in a mobile game. Would the model and all of it's parts created there import well into Unity3d?
I did a fast research on Photoshop's documentation and found that it support exporting to Collada(DAE) and Wavefront(OBJ) 3D formats so your answer could be YES, you can.
But, OBJ doesn't support animation (you can check the specification here if you want, it has a long time that I don't work with OBJ)
Despite Collada's .dae support animation it never worked properly when I tried to import on Unity.
You can also import your models and animate them into Unity itself but why don't choose for a professional 3D tool instead of a native 2D tool adapted to support 3D and still very limited on 3D features?

3d game developer in openGL

I want to start as a 3d game developer . But I am not getting from where to start.
Should I work on some game engine or should I work to learn openGL which is the core of any game engine.
I am working as an application developer (iPHone) and I have worked on Cocos2d game engine for iPhone.
Any guide lines. Please help.
How about cocos3d?
cocos3d is a significant extension to cocos2d
that adds a full 3D modelling space,
including 3D mesh models, perspective
projection cameras, materials, and
lighting.
Do you want to emphasize the "3D" or the "Game" in "3D Game Developer"?
If you emphasize the 3D, you can dig deep into OpenGL, and all the concepts behind 3D graphics, and develop the low level drawing code for your game. See HG's response for a good start. 3D graphics programming is a huge subject. Just OpenGL ES, which is available in two incompatible versions under iOS, is a huge subject that could take many months to learn. Plus if you're writing the rendering code for your game, you'll probably be writing the rest of the game subsystems code such as AI and physics.
If you want to emphasize the Game, you can learn 3D game engines such as cocos3d (as Kazuki Sakamoto mentions). There are lots of such game engines. In addition to offering rendering code, these engines may offer other game subsystems. You'll be working on your game content more than reinventing the game subsystems.
It just depends upon which is more interesting to you.

Starting Game dev on iPhone:iPad - learning path?

I'm beginning in iPhone/iPad game dev and I'm searching to set up my learning path.
The basic features I would like to learn (after the basic SDK iphone components programming) are :
using a board like interface where I can move pawn with my fingers
detect where the pawn was moved and triggers events in the game
The board will be constitute by 6 tiles that may be organised randomly when starting the game : may i use an sdk component with a delegate and datasource to determine where the pawn was left and on which tile ?
need to use dices (which kind of library may I use ?)
...
Do you have any idea about where to start ? ;-)
Many thanks,
Tib.
Jens Alfke has provided the GeekGameBoard framework for building Mac or iPhone board and card games. He talks about it here. I'd highly recommend that as a starting point for an inexperienced developer looking to create a board game.
Additionally, you might look at the answers to the similar question "iPhone board game: OpenGL ES or CoreGraphics?". As I recommend there, read up on Core Animation (what GeekGameBoard uses for layout and animation) for providing your layered graphics and animation, rather than jumping straight into the more complex OpenGL ES.

3d / 2.5d game library for iphone and pc

I'm trying to make a 2d shooter game with 3d background.
The player and enemies are essentially just quads with textures.
The background will be simple 3d polygons with textures and some fog and light.
Therefore, I don't need a really powerful 3d library.
I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code.
So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source?
I assume it will be only limited to c, c++, and object-c due to apple's new ToS.
Cocos2D works on iPhone.
I recall that there is an Ogre3D port to iPhone, but I don't remember its name just now.
If you just want some simple images you can just use OpenGL ES. I've heard it's quite nice to program with it on iPhone. Also, take a look at parallax. If you want to do 2.5D games I think it's a must.
Good luck

What framework should I use to develop a game for the iPhone?

I want to develop this game for the iPhone. Which framework would be best to use (e.g., Cocoa, Cocoa2d, OPENGLES)?
I would look at
http://code.google.com/p/cocos2d-iphone/
You get a whole engine to help with your app and getting some pretty tricky stuff working.
Cocos2d does the following.
Scene management (workflow)
Transitions between scenes Sprites
and Sprite Sheets Effects: Lens,
Ripple, Waves, Liquid, Twirl, etc.
Actions (behaviors): Trasformation
Actions: Move, Rotate, Scale, Jump,
etc. Composable actions: Sequence,
Spawn, Repeat, Reverse Ease Actions:
Exp, Sin, Cubic, etc. Misc actions:
CallFunc, OrbitCamera Basic menus and
buttons Integrated Chipmunk 2d
physics engine Particle system Text
rendering support Texture Atlas
support Tile Map support Parallax
scrolling support High Score server
(Cocos Live) Touch/Accelerometer
support Portrait and Landscape mode
Integrated Pause/Resume Supports
PowerVR Texture Compression (PVRTC)
format Language: objective-c Open
Source: Compatible with open and
closed source projects OpenGL ES 1.1 based
Cocoa2D is using OpenGL ES, and given the game you are looking to do is a simple sprite based game, I think this would be a fine tool kit to use.
On the other hand, for performance you might find that Quartz 2D is significantly faster and provides you for free useful things such as key frame animation. The reason you'll find it's faster is that OpenGL needs to handle at all times the possibility of 3D rendering and all the various possible interactions your polygons could have with the image space: projections, zordering along vertices, etc. Quartz 2D however is fixed in 2D space so provides a good 2D space management tool kit. Additionally all the additional overhead OpenGL can encompass is stripped out.
I've done both, and I've found Quartz 2D to be a simple and fast toolkit to learn and definitely easy to program in. In the future when I do simple 2D sprite based apps I myself will be using Quartz 2D.
I would go with OpenGLEs. It would allow you to have 3d and do some cool stuff later on if you wanted.