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 ...
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