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README!

Cocos3D 2.0.0

Copyright (c) 2010-2014 The Brenwill Workshop Ltd. All rights reserved.

This document is written in Markdown format. For best results, use a Markdown reader.

Getting Started

This starter application presents a 3D take on the ubiquitous hello, world application, and can be compiled to run on any iOS devices.

This project is complete, but Xcode does not automatically create the dependencies between the targets within this project. You can do this as follows:

  1. Once this template project opens, select your FirstCocos3D project in the Xcode Project Navigator panel.

  2. Select the FirstCocos3D target.

  3. Select the Build Phases tab of the FirstCocos3D target.

  4. Open the Target Dependencies list and add the cocos3d, cocos2d, and cocos2d-chipmunk (if it exists) targets to the list. The cocos2d-chipmunk target will only exist if you are using Cocos2D 3.x.

The content of the scene is constructed in the initializeScene method in the FirstCocos3DScene.m file. To add your own 3D content, edit that method.

The FirstCocos3DScene.m file is also where you add interactive behaviour, typically in the updateBeforeTransform: method.

You can also edit the application:didFinishLaunchingWithOptions: method in the AppDelegate.m file to tweak the basic setup of your Cocos3D application. This method is where the Cocos3D framework is hooked into the Cocos2D framework, and Apple's OpenGL ES framework.

NOTE: The hello-world.pod 3D model data file used for the hello, world message model is fairly large, because converting a font to a mesh results in a LOT of triangles. When adapting this template project for your own application, don't forget to remove the 'hello-world.pod' from the Resources folder of your project!

Learning Cocos3D

Wondering how to get started? View Harry Dart-O’Flynn’s wonderful Starting Cocos3D collection of video tutorials!

To learn more about Cocos3D, please refer to the Cocos3D Programming Guide and the latest API documentation.

You can create a local copy of the API documentation using Doxygen to extract the documentation from the source files. There is a Doxygen configuration file to output the API documents in the same format as appears online in the folder Docs/API within the Cocos3D distribution.

For a complete demonstration of almost all Cocos3D capabilities, see the fully-documented CC3DemoMashUp demo app, which is your best tool for learning the capabilities of Cocos3D, and how to work within the framework.

Cocos2D & OpenGL ES Version Compatibility

Cocos3D under iOS and Android is compatible with Cocos2D 3.0 and Cocos2D 2.1, for using programmable-pipeline OpenGL ES 2.0, and is compatible with Cocos2D 1.1, for using fixed-pipeline OpenGL ES 1.1.

Cocos3D under OSX is compatible with Cocos2D 3.0 and Cocos2D 2.1, for using programmable-pipeline OpenGL (OSX). Cocos3D is not compatible with Cocos2D 1.1 under OSX.

Choosing the appropriate Cocos3D template will automatically link to the corresponding version of the Cocos2D library, if it exists in your template environment. You must ensure that you have downloaded the appropriate version of Cocos2D, and have installed its templates.

Compiling for Android

Cocos3D (along with Cocos2D) is written in Objective-C. Cocos3D has partnered with Apportable to bring your 3D apps and games to the Android platform. The Apportable SDK is a free SDK for porting Objective-C applications to Android.

To build and install your app or game project for the Android platform:

  1. Download and install the Apportable SDK.
  2. Open a Terminal window and navigate to the Xcode project folder of your Cocos3D app.
  3. Run the command: apportable install to build and install your Cocos3D app on an Android device connected to your computer.

Please refer to the Apportable SDK documentation for more information about building, installing, and debugging your app on Android. If you are building an OpenGL ES 1.1 app, you will need to modify the configuration.json file in your Xcode project, as indicated in that file.

Creating POD 3D Model Files

Cocos3D reads 3D model content from POD files.

If you are using Blender, Maya, or 3DS Max as your 3D editor, you can install the PVRGeoPOD plugin from Imagination Technologies to export directly from your editor to the POD file format.

For other editors, you can export your 3D model to a file in COLLADA 1.4 format, and then use the standalone PVRGeoPOD app to convert the COLLADA file to the POD format.

Both the standalone and plugin versions of PVRGeoPOD are available free of charge from Imagination Technologies, the supplier of the GPU's used in iOS devices.

Read the full instructions for more info on where to get the PVRGeoPOD converter, and how to use it to generate POD files.

If you are using Blender as your 3D editor, and have many .blend files to export to POD format, you can use the command-line batch tool available in the Tools/Blender-POD Batch Converter folder in the Cocos3D distribution. See the README.txt file in that folder for instructions. The Blender-POD Batch Converter tool was created by Cocos3D user Nikita Medvedev.