hey guys. I'm wondering what tools those of you that have done 3d games for the iphone/ipod touch use? any hints on getting started? Thanks.
Thanks. Unity3D seems to be the most popular choice... Though I'm wondering what other options there are.
Just learn OpenGL, then learn the differences that make up OpenGLES, then write your own 3d Engine, and then integrate this into your new game. Sorted A good place to start learning OpenGL is http://nehe.gamedev.net/
Hi, I'm a 3ds max artist, does that mean that I can't create models and animation for a game without having first learn OpenGL? that sucks...
What u said (a max 3d artist) I think it means that you can only create 3d objects etc... But to make your own 3d engine you have to knoe openGL or openGLES.
3ds max is the name of the software which my company use to create animations for TV commercials. Well, I guess I'll never be able to make my very own game without a good coder/programmer to help me out.
you can take a low poly model from 3dsmax and write an opengl converter from the ASE Text output. There are plenty of examples on the net, but it doesn't take long to write your own one, which I did for my latest game in development.
I can recommend the OpenGL Super Bible [1], I grew up with that thing. Also good references are NeHe, as mentioned before. You should make up your mind if you really wanna be coding 3D stuff, like engines, or rather a game dev. For game dev, you should use a readily available engine, like Unity [2]. -- Volker [1] http://www.starstonesoftware.com/OpenGL/ [2] http://unity3d.com/unity/features/iphone-publishing.html
OpenGL libs + Cheetah 3D to create the models (really good tool that includes an export to opengl compatible format)
http://www.sio2interactive.com/HOME/HOME.html si02 is a free engine, and you can use Blender (free 3D modeling software) for creating the 3D images.
Developing in 3D Coming from a background of a lot of PC and console development experience, we developed our game (Indigo Ocho) on a desktop machine (actually a PC, because we didn't have a Mac or an iPod when we started) first (in C++), then basically ported that to the iPhone (still nearly all C++). We used an Xbox 360 controller to 'simulate' our accelerometer. The reason we maintained it that way as long as we did was to keep the change-build-run cycle as short as possible, because deploying to the iPhone is pretty slow. In our experience, the shorter that cycle is, the better quality the game ends up. However, now that the game has grown into its own on the iPhone we pretty much can't go back easily..