The Sandbox comes to life

Finally, animations are coming to World of Towers. This is an important and huge step for the WOT project. At this time, I decided to implement simple animation support without the use of skeletal animation techniques. This saves me the need of implementing a vertex shader with skinning support and furthermore I don’t need to add a new model loader that supports armatures.

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Work on the 3D engine

I finished porting the Nice3D engine from fixed function pipe OpenGL|ES 1.1 to programmable OpenGL|ES 2, using the new GLKit and GLView. GLKit is available since iOS 5 and provides you with low level functions to make the transition between fixed function and shader based OpenGL as easy as possible. Continue reading

First 3D Work

Progress has begun and I want to share first screen shots of current 3d work. I decided to do all 3d work in Blender, because it is free and has greatly improved since version 1.5. The engine supports for now static Wavefront OBJ files and X file form Microsoft will be supported soon.

First BuildShip Screenshot from BlenderThe first screenshot shows the build ship work in progress in Blender. Texturing and some details are still missing. This model will fly trough the start scene heading to the (unnamed) planet. The build ship is used to build towers and send them to the planet surface. Continue reading

The Start

Hello World!

This is the dev blog for the “World of Towers” project. The WOT team will post progress of the project as we achieve new development goals.

The first goal will be to create some concept arts and getting a basic 3D rendering running on the iPad. We will run our own 3D engine derived from an old study project of mine called Nice3D.

We have a long journey in front of us…