I want to display a web page in the background of my game using Cocos2D XNA for windows phone 7. I was found many examples that how it will be created on iOS, but nothing about XNA
Let me know the possible ways.
Excuse my English.
For this to work, you have to render the web page into a texture2d and then display the texture2d as a CCSprite. This is no easy task in XNA.
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I'm developing an Augmented Reality iOS App with Vuforia. I need to change the Teapot (I'm working over the ImageTargets sample) with a UIWebView that will provide some links and some static text.
Is there a way to render a UIWebView as a texture with OpenGL-ES and draw it instead of the Teapot?
Well, yes you can do that. I talk from a purely Vuforia Unity standpoint, but a similar construction can be used and the logic stays the same.
Construct a cube and add the texture with the Text over it. But for this you'll have to create the texture to add using OpenGL
With this cube replace it with the teapot on top of your ImageTarget
Now if your words need to be clicked, you can always use Virtual Buttons. I've explained about same in this question
I'm trying to make a very simple 3D model viewer in a phonegap app for use on an iPhone 4. I'm using three.js which is working fine when I make a simple website. The problem is that when I try it out on the phone the 3D object doesn't appear. Simple geometrical shapes like a cube and cylinder will load on the canvas but obj files won't.
I use an objLoader to bring in the .obj file and have all relevant files in the same directory in the app just in case. I think the problem might lie with using webGL on iOS but I'm not really sure.
Thanks very much for your help. If anyone has any suggestions for building a model viewer in phonegap for display in iOS I'd be delighted to hear them.
As very few mobile browsers support WebGL at the moment I opted to use the canvas to render the 3D models. I used a simple web 3D object viewer called JSC3D to create a model viewer in PhoneGap on iOS. It can use webGL but I just went with rendering using the 2D canvas.
I tested my app on an iPhone 4 and the result was that the model took between 2 and 5 seconds to load up and when you go to rotate the object it takes some time to redraw it depending on how complex it is. While not the most satisfactory result it did do the job. I'm going to try it out on a more advanced phone in Android and I'll let you know the result.
I suggest you try use XDK Intel if you are packaging for iphone but for android use AIDE Phonegap. Make sure you use only var renderer = new THREE.CanvasRenderer();and avoid using
Anything that has to do with WebGL for its not supported on most devices except BB Playbook and BB 10.
I think IOS render ability is better than Android, some scene renders well in IOS, but not in the Android.
Usually the movile have more render ability, than tha mobile app. I use the firefox to render the three.js obj demo, it works well. But when I use the webview in the app, it renders nothing.
I've make an Android app to render stl models. First when I use the mobile browser to render the scene, it not render the full scene, and when I remove the shadow effect, it renders. Then I try to use webview with WebGlRenderer or CanvasRenderer, no works. Last I refer to the XWalkView of crosswalk a web engine which can used as an addin of the app, to replace the webview, I also close the shadow effect, I renders well.
You can refer this answer for more info.
Here is the render result.
You definitely should not use WebGL renderer of three.js as it's not supported on iOS. Try Canvas or SVG renderer.
I have been using Corona SDK for almost a year, and have a couple simple games developed. What I am looking for now is some way to create 3D illusions in Corona SDK. If anyone has any experience with 3D in Corona, I would appreciate any advice. I've tried several game engines, but they either don't work with Corona, or cost way too much.
You can create a 3D model in Sketchup, export an image, and add it to your Corona app.
If you want animations, you can also export a bunch of sprites from Sketchup (sort of) and use the movieclip library to play the animation.
Check out LIME library for Corona sdk, you can simulate 3D effect with parallax or orthogonal view. And there is some code in code sharing section of corona, but i dont know if that can be useful:
http://developer.anscamobile.com/code/texturemapped-raycasting-engine
http://developer.anscamobile.com/code/raycasting-engine
I am a very beginner in Objective-C and iOS programming. I spent a month to find out how to show a 3D model using OpenGL ES (version 1.1) on top of the live camera preview by using AvFoundation. I am doing a kind of augmented reality application on iPad. I process the input frames and show 3D object overlay with the camera preview in realtime. These was fine because there are so many site and tutorial about these things (Thanks to this website as well).
Now, I want to make a screen capture of the whole screen (the model with camera preview as the background) as the image and show in the next screen. I found a really good demonstration here, http://cocoacoderblog.com/2011/03/30/screenshots-a-legal-way-to-get-screenshots/. He did everything I want to do. But, as I said before, I am so beginner and don't understand the whole project without explanation in details. So, I'm stuck for a while because I don't know how to implement this.
Does anybody know any of good tutorial or any kind of source in this topic or any suggestion that I should learn more in order to do this screen capture? This will help me a lot to moving on.
Thank you in advance.
I'm currently attempting to solve this same problem to allow a user to take a screenshot of an Augmented Reality app. (We use Qualcomm's AR SDK plugged into Unity 3D to make our AR apps, which saved me from ever having to learn how to programmatically render OpenGL models)
For my solution I am first looking at implementing the second answer found here: How to take a screenshot programmatically
Barring that I will have to re-engineer the "Combined Screenshots" method found in CocoaCoder's Screenshots app.
I'll check back in when I figure out which one works better.
Here are 3 very helpful links to capture screenshot:
OpenGL ES View Snapshot
How to capture video frames from the camera as images using AV Foundation
How do I take a screenshot of my app that contains both UIKit and Camera elements
Enjoy
I want to write something like this: http://www.youtube.com/watch?v=5S4KpCkHDqM I mean, I want to have 2D gaming space, but to have stylized as 3D, so my characters will move on the surface, but will have nice 3D effect. I wounder if Flash/ActionScript will do? Any other suggestions?
Flash and Actionscript can definitely accomplish this. There are at least 2 ways to accomplish the 3D look in 2D space.
The easiest is to do as #Blender said in the comments. Render some 3D images and bring them into flash. There are easy tools in flash to create animated sprites, including a native movieClip class, that has a timeline to play back frame-based animation.
But there is also full 3D in flash. You can bring low-polygon 3D models into flash easily using free and open source libraries such as Away3d (away3d.org) and papervision (papervision3d.org). Presently, flash player 10 has runs slowly when using these libraries.
But Adobe is about to release a new version of the player (version 11) that supports open GL for 3D and has significant performance improvements.
Away3D and papervision have already developed version of their libraries to support the new beta player and openGL.
So to summarize, yes - flash can make a game like that. It is currently the best way to develop games that are intended to be played in a browser. Because at least for the time being it has the most widespread support, and is stable between platforms and browsers.
Your example is pretty much entirely 2D: it just uses effects like shadows, animation and parallax scrolling between layers to achieve a (mildly) 3D effect.
As Plastic Sturgeon and Blender have pointed out, Blender might help for creating your assets - but it has a pretty steep learning curve, and you might be more comfortable 'faking it' in Adobe Illustrator or Photoshop if you've used those before.
Once you've created your assets, you need a platform to put together your gameplay: Flash is one possibility, but you could also look at Unity3D, which has good support for 2D and 3D, and has a browser plug-in if you want to make your game web-based.
If you're looking for a java-based solution, you could try Processing, which is cross-platform, and can export to javascript for web deployment. It's not exactly designed as a gaming environment, but it might do the trick - and it's free.
Hope this helps.