As you can see here, we have created a 3D engine for mobile games, called it cocos3d-x. But sooner we realise that we shouldn't have 2 product lines: cocos2d-x and cocos3d-x. The correct way is merge them into only one engine. So you can ust it to create 2D games, 2.5D games and 3D games, or 3D games with 2D UI widgets.
We're doing this, merging 3D features from this repository into github.com/cocos2d/cocos2d-x repo, so we will eventually have one engine for both 2D and 3D games.
- iOS
- Android
- Windows Desktop
- Mac OS X
- Math : vector,matrix,quaternion
- Mesh
- general mesh
- morph mesh
- batch mesh
- Material
- Model
- skinmodel
- skinlessmodel
- batchmodel
- Texture
- 2D texture
- 3D texture
- FileSystem
- filestream
- memorystream
- ResourceManager
- resource
- resourepool
- resourcemanager
- Scene items
- camera
- light
- dynamic sprite
- static sprite
- ParticleSystem
- emitter
- render
- affect
- PostEffect
- Geo :box,plane,ray...
- shader lib
- texture : texture only
- diffuse : texture + diffuse light
- specular : texture + diffuse light + specular light
- bumpdiffuse : texture + diffuse light + bump
- bumpspecular : texture + diffuse light + specular light + bump
- ......
* Download the code from cocos3d download site or https://github.com/cocos2d/cocos3d-x
* Enter `tools/project-creator`
* Run the `create_project.py` script
Example:
$ cd cocos3d-x/tools/project-creator
$ python ./create_project.py -project helloworld -package com.company.helloworld
$ cd /projects/helloworld
for android
Requirements : Windows 7+ , android sdk 2.3+ , android ndk r8b+
Build :
$ cd cocos3d-x/projects/helloworld
$ cd proj.android
$ sh ./build_native.sh
Run:
* Import helloworld Android project using Eclipse(released with Android SDK).
* The path to be imported is `cocos3d-x/projects/helloworld/proj.android`.
for ios
Requirements : Mac OS X 10.7+, Xcode 4.6+
Build :
* Enter *proj.ios* folder
* open *helloworld.xcodeproj*
* Select ios targets in scheme toolbar , build
Run :
* Enter *proj.ios* folder
* open *helloworld.xcodeproj*
* Select ios targets in scheme toolbar , run
for win32
Requirements : Windows 7+, VS 2010+
Build :
* enter *cocos3d* folder
* open the `cocos3d-win32.vc2010.sln`
* build
Run :
* Enter *cocos3d* folder
* open the `cocos3d-win32.vc2010.sln` by vs2010
* select the *helloworld*
* run
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- matrix transform
- fbx sdk : http://blog.sina.com.cn/s/blog_4a657c5a01014da9.html
- soft shadow : http://blog.sina.com.cn/s/blog_4a657c5a0100w8il.html *
- opengl render optimize : http://blog.sina.com.cn/s/blog_4a657c5a01015tyo.html *
- Gimbal Lock : http://blog.sina.com.cn/s/blog_4a657c5a0100w6sb.html