Is anyone interested in building a Cocos3D module with me?

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Cocos3D is a great 3D library for iOS and I was thinking of building a Titanium module for it. This guy has already done it and I would like to do a similar thing.

I am facing a problems at the very beginning since I am not very good at Objective-C and Xcode is not that friendly to me. I've developed some simple Titanium modules but this one is a bit more complicated since it is using more libraries and my building is failing.

What I am trying to accomplish is to build a module which would have basic methods for manipulating a scene:

var cocos3d = require('cocos3d');
var cocos3dView = cocos3d.createView();
 
var scene = cocos3dView.createScene();
var mesh = cocos3dView.createMesh({
//// some properties like size and position
})
var camera = cocos3dView.createCamera({
///some properties
})
 
scene.addMesh(mesh)
scene.addCamera(camera)
 
mesh.lookAt(camera)
camera.rotation = {
// x, y, z
}
 
//etc..
 
win.add(cocos3dView)

Usage would be very much similar to ThreeJS javascript library for browsers and drawing on canvas element.

As the matter of fact, I am using ThreeJS library but since WebGL is not enabled by stupid Apple I have to use CanvasRenderer which performance is not that good as WebGLRenderer's so I decided to port that code to OpenGL (Cocos3D).

1 Answer

looks very interesting, if you get this working let us know! :-) Unfortunately my xcode experience is not going to be of any great help ...

— answered 12 months ago by George Georgiou
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1 Comment
  • Looks like there are no people interested in this. Bad thing is that module development is not that much popular.

    — commented 12 months ago by Dino Bartosak

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