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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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CamaroSS

Display an STL file in iOS?

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I'm trying to figure out a way to display an STL file in iOS.  This has turned out to be much harder than expected.  Does anyone have any ideas?  Would I be able to post some code here, or is everyone going to tell me to use ASSIMP?

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You should tell more about your problem. I wouldn't suggest using any external libraries just for STL, because it's quite simple format.

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Cool. Let's talk about this then.  It has really been holding up my current project.  I am the only developer on the project.  Basically it's my baby.  I'm trying to display an STL file in OPENGL for both Mac and iOS.  I don't really have any OPENGL code yet because I have not even gotten past extracting the data from the file. 

 

Really, I have no idea where to even start, and I could be just deluding myself.  I'm not even sure if the suggestions I have seen will even work.  Can anyone here help me?

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Let's better start with OpenGL and then try to load file. A good point is the xcode opengl game template (look at it for details). Basically you will need to load all triangles from the file into a float array. This will be quite easy as the file is pure text. The array should contain vertices of the triangles, it will look like that: x00,y00,z00,nx0,ny0,nz0, x01,y01,z01,nx0,ny0,nz0, x02,y02,z02,nx0,ny0,nz0, x10,y10,... - where x,y,z are position points of each triangle and nx,ny,nz are normal vectors (at each point). Look that in STL normal is per triangle but in OpenGL it is per vertex (you need to duplicate it). Then you need to go to opengl. Create and bind Vertex Object Array (glGenVertexArraysOES, glBindVertexArrayOES) in which you generate OpenGL buffer (glGenBuffers), bind it  (glBindBuffer), copy all data to GPU (glBufferData), setup the vertex attributes (glEnableVertexAttribArray, glVertexAttribPointer) to match the format in the array. On the end close array (glBindVertexArrayOES(0)). Then you may bind it again (glBindVertexArrayOES) and draw all (glDrawArrays).

Edited by mawigator
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