
A screenshot from the cocos3d Application template, showing a 3D take on the traditional 'hello, world' app.
Update [2011-12-19]:
cocos3d 0.6.5 has been released.
This is an important patch release that fixes an error in the soft-body vertex skinning POD loading mechanism that was introduced in cocos3d 0.6.3. This issue affected some large and complex POD files, and caused some regular mesh nodes to be loaded as skinned nodes, which resulted in them sometimes not being rendered.
This issue affects all POD files, including those that do not contain soft-body nodes or use vertex skinning.
If you are using cocos3d 0.6.3 or cocos3d 0.6.4, it is strongly recommended that you upgrade to the 0.6.5 version.
Find out what’s new here.
cocos3d ia a significant extension to cocos2d that adds a full 3D modelling space, including 3D mesh models, perspective projection cameras, materials, and lighting. With cocos3d, you can populate your world with 3D models exported from 3D editors such as Blender, 3ds Max or Cheetah3D, combined with models you create dynamically in your Objective-C code.
Integration with cocos2d is seamless. Rendering of all 3D model objects occurs within a special cocos2d layer, which fits seamlessly into the cocos2d node hierarchy, allowing 2D nodes such as controls, labels, and health bars to be drawn under, over, or beside 3D model objects. With this design, 2D objects, 3D objects, and sound can interact with each other to create a rich, synchronized audio-visual experience.
Like cocos2d, cocos3d is written entirely in Objective-C, and many of your favourite cocos2d paradigms, such as CCActions, are available for 3D objects. And like cocos2d, it is distributed for free under an MIT license.
Continue reading ‘Updated cocos3d – a 3D extension for cocos2d’





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