Best way to draw 3D text? - iphone

I need to draw two lines of text in a 3D perspective. They're not just flat characters, they are really 3D models and need to animate as well. Preferably with a glossy effect on them.
It sounds really complex to me and I have no experience with OpenGL. Are there frameworks that make this easy or am I looking at a difficult and timeconsuming task?

use cocos3d. cocos3d link here.

That kind of functionality on the iPhone requires plain OpenGL knowledge. You'll need to learn OpenGL and implement all of this by yourself. I know OpenTK is being ported to iPhone but that's not done yet. Good luck!

Related

creating a flashy intro to an iPhone app

How would I go about creating the introduction that AirBnB uses in their app? The functionality that they've created can be found here http://www.youtube.com/watch?v=E_RlPZYIpIY
Are they using OpenGL, or just some fancy manipulation of the uiview? Any and all help would be most appreciated! Thanks
It's most definitely not OpenGL. It's probably just a bunch of UIView animation blocks or Core Animation.
They are basically CGAffineTransformation effects: Translation, scaling, rotation...
OpenGL is expensive though. If you only wants some 2D effect, Core Graphics Framework is enough.

Need help on graphic suite of choice for iOS development

I'm trying to play around with ios development and thought of a function that I'd like to achieve but don't yet know where to begin. In short, what I want to do is being able to draw lines with touch and then compare the drawn graphics with another image by pixels. I'm wondering what graphics suite should I use for drawing and comparing image functions? Thanks!
Quartz and Core Graphics are what you will need for pixel processing in iOS. I'm not positive if there are any open frameworks available that try to wrap some of this into friendlier usage, but i haven't used any. Here is a link to the Quartz2d document from Apple: Quartz 2D
As far as touch handling, there are a number of great tutorials to help with this. Try googling iphone touchesBegan.

iOS app view background (Image vs draw) design question

Suppose I was writing a game which involved a relatively complex geometric game board. Something like a dartboard.
I would want a view to display the game state. What is the best way to implement that view?
For example, should I draw the board off line in something like photoshop, add it as a resource, and then show it using a UIImageView? Or should I use drawing primitives and essentially draw the board programmatically?
What are the trade-offs?
If I do use an image, what format should I prefer? .png, .tiff, .gif, .jpg?
Thanks,
John
If you decide to go the image route you should use png. Displaying any other format you pay a performance hit (as mentioned in the comment).
To decide between building photoshop vs drawing via code you need to decide how much time you want to put into learning Quartz/CoreGraphics. Apple's docs:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/Introduction/Introduction.html
If you already know Photoshop then building the graphic there is probably much easier, if you don't then learning Quartz is prob a less steep learning curve than Photoshop...
If it's a simple board, it's easy enough to draw it into the view, which gives you the possibility of easily manipulating it in interesting ways. Drawing in a view is done with a set of postscript like primitives.
For something more fancy, photoshop might be the way to go.
PNGs are preferred.

Need some guidelines on iPad animation programming

I'm creating an interactive e-book for the iPad. This book will contain multiple pages that will consist of a lot of animations (frame and motion animations), transitions,... I was wondering what my development options are, should I use OpenGL, Quartz,...?
I've use UIImageView.animationImages before and found that it had really bad performance. What's the best way to draw frame based animations?
Does anybody have some good pointers to resources on this?
thanks in advance,
Thomas
I guess that depends a bit on what you'll be drawing. If you have a need for 3D, then OpenGL is the way to go, but it doesn't sound like it. I have a feeling Quartz2D is going to be just fine for your 2D drawing needs. I've done drawing with both and they have a very similar API. I think the downside of using all the raw power of OpenGL is that you have then signed up for doing most of the work yourself. I don't recommend attempting to using Core Animation high level APIs to manipulate OpenGL views.
If you do use Quartz2D and "normal" UIViews instead of OpenGL/EAGLView, then you can take advantage the many pre-canned animations Apple already build with Core Animation. This include the card flip left/right, resizing, moving (x/y translation), rotation and the ever popular e-book page curl.
The best example of iBook like custom page curl functionality I could find is this example code from High Caffeine Content. However, you don't have to bring that much math to the table if you just want to use the out of the box Core Animation stuff. The bad performance you may have encountered could have been due to anything, including older/slower hardware. They have revved the graphics chips on the new devices.

OpenGL - to use or not to use ? why - iPhone application dev

I have to develop an application "Behavior like an Tetris game".
I have never used "OpenGL" for the iPhone application developement.
Application is something like this
Red / green / blue square boxes drop from top
Red + Red + Red = Points & boxes disappears
same way user has to make combination & get points
Different levels are there.
There are three buttons Left, Right for movement & bottom for speedy fall
For this kind of application should I use open GL or NOT?
i.e. Is it possible to develop entire application with view & it's animation?
If yes then, will it be more complex as compare to open gl?
What is the advantage of using open GL?
(I know that it gives good 2d, 3d look )
(But here my question means - easy coding?)
(Or open gl is more complicated as compare to objective-c?)
(I am just asking because I am not aware of it)
Basically your options are:
Using OpenGL
Using Quartz
Using UIKit
OpenGL is a fairly complicated beast, but is by far the best way to squeeze performance out of the iPhone. Do you need it for a Tetris game, though? Almost certainly not.
Quartz is the toolkit used in Mac OS X and the iPhone to draw images and do image effects. Because I come from an OpenGL background in other languages, I find Quartz strange and frustrating. However, it is probably easier for someone who is new to both.
You can do everything here using UIKit, and it will definitely be much much easier than other options. The main disadvantage is that it's rather slow in comparison, but once again doing a Tetris-like game shouldn't matter at all.
Before you go with UIKit, though, I recommend just checking out something like Cocos 2D, which will give you the advantages of OpenGL without the headache of dealing with all of its inner workings.
From the tone of your question it looks like you're confusing what OpenGL is and isn't with regard to Objective-C.
OpenGL is a library written in the C programming language (to put it simplistically) that excels at rendering shapes (especially 3D shapes) for display on a screen. It doesn't replace Objective-C inside your program, it merely assists you in drawing the shapes. If you don't use OpenGL, you'll need to write some sort of drawing/rendering code in your NSView (or subclass) to render the blocks. By using OpenGL, you will be provided a lot of helpful C methods for drawing shapes, which otherwise you'll have to implement yourself. On top of that OpenGL has thousands of man hours worth of drawing optimizations that you can take advantage of if you use it rather than trying to implement shape rendering yourself.
Having said that, OpenGL isn't all sunshine and roses. It works like a state machine and has its own assumptions about the way it will be used (like any API). Just because you know C and Objective-C doesn't mean that using OpenGL will be trivial. If you've never written any OpenGL code, I suggest you look into a reference like the venerable Red Book.
The thing to keep in mind is that OpenGL is not a language until itself (ignoring the OpenGL shading language). Its merely a set of C functions to aid you in rendering graphics.
You may well want to ask as well on http://iphonegamedev.stackexchange.com/, the new Stack Overflow variant just for iPhone gaming.
To learn & understand what you need.
Please go through following link.
it includes all necessary links for all kind of resources that you needed.
http://maniacdev.com/2009/04/8-great-resources-for-learning-iphone-opengl-es/
Edit :
After reading your question properly ( actually my question - By r & d I found solution).
I think - you need to develop a 2d application.
Go for the following link. Best option for 2d animation.
http://code.google.com/p/cocos2d-iphone/
Don't forget to visit following link, if you needed sample codes.
http://monoclestudios.com/cocos2d_whitepaper.html