How to make an isometric room in XCode - xcode

I was wondering if it was possible to make a room, like a home design app, using tile maps.
It would require 3 grids:
An isometric base (10x20)
Two walls (6x20) & (10x6)
I have attempted to use the Scene Editor to layout everything, but that isn't working.
There isn't much online that I could find to solve it, but I have a feeling its just simple math.
I'm still quite new to this, so any advice would be greatly appreciated.

Related

VR 3D Drawing Game From Scratch

I'm currently doing a personal project to make a VR drawing game in which you can draw a 3D image in your surrounding. I have very little experience with visual studio and unity which i am using currently. Does anyone have suggestions on what i can do to get going in the right direction?
I've currently been looking online for tutorials and making a 'Frankenstein' code using what i have found. I can only do 2D drawing currently and have yet to implement VR. I can send out my current code if it would be helpful.
There was an easy to start demo in the internet like 1 or 2 years ago, but I can't find it right now. But I'd suggest you look out for it. Perhaps it even was the official unity demo. That demo already had the motion input covered and some basic functions. Good Luck on your project.
You find a good tutorial here:
https://unity3d.com/de/learn/tutorials/topics/xr/getting-started-vr-development
And some resources here:
https://unity3d.com/de/learn/tutorials/topics/virtual-reality/resources-getting-started-vr
That is maybe a pretty complicated project to start with. But I think you should be able to draw lines in 3D with generating meshes at runtime, that are rotated to the viewer, or the hand. So you generate or spawn some Sprites at your controller/digital-hand position, rotate them so they face to the viewer and scale them accordingly.

On three.js / editor

I am trying to make a Newton's Cradle on three.js. I am wondering how would I make it so that the balls are able to be pulled and let go so that then they can hit the others and click back and forth?
that is a pretty huge undertaking and not something someone will give you detailed instructions for on this site :) This is probably the reason why your question is downvoted. It's not meant to demotivate you but simply that your question is way too broad. Here are some hints, and definitely come back with more detailed questions once you are on your way:
you need a physics-engine. Have a look at Physijs or cannon.js which
both work well with three.js.
you need some interactions in order to drag one of the balls. For this you will need to understand this demo
but that should be it. You'll need to learn how the physics-engine works, but it will handle all the complicated stuff for you :)

WebGL Custom Shader Fluid on Image

I am currently trying to dive into the topic of WebGL shaders with THREE.js. I would appreciate if someone could give me some starting points for the following scenario:
I would like to create a fluid-like material, which either interacts with the users mouse or «flows» on it's on.
a little like this
http://cake23.de/turing-fluid.html
I would like to pass a background image to it, which serves as a starting point in terms of which colors are shown in the «liquid sauce» and where they are at the beginning. so to say: I define the initial image which is then transformed by a self initiated liquid flowing and also by the users interaction.
How I would proceed, with my limited knowledge:
I create a plane with the wanted image as a texture.
On top (between the image and the camera) I create a new mesh (plane too?) and this mesh has some custom vertex and fragment shaders applied.
Those shaders should somehow take the color from behind (from the image) and then move those vertices around following some physical rules...
I realize that the given example above has unminified code, but still it is so much, that I can't really break it down to simpler terms, which I fully understand. So I would really appreciate if someone could give me some simpler concepts which serve as a starting point for me.
more pages addressing things like this:
http://www.ibiblio.org/e-notes/webgl/gpu/fluid.htm
https://29a.ch/sandbox/2012/fluidwebgl/
https://haxiomic.github.io/GPU-Fluid-Experiments/html5/
Well, anyway thanks for every link or reference, for every basic concept or anything you'd like to share.
Cheers
Edit:
Getting a similar result (visually) like this image would be great:
I'm trying to accomplish a similar thing. I am being surfing the web a lot. Looking for any hint I can use. so far, my conclusions are:
Try to support yourself using three.js
The magic are really in the shaders, mostly in the fragments shaders it could be a good thing start understanding how to write them and how they work. This link is a good start. shader tutorial
understand the dynamic (natural/real)behavior of fluid could be valuable. (equations)
maybe, this can help you a bit too. Raindrop simulation
If you have found something more around that, let me know.
I found this shaders already created. Maybe, any of them can help you without forcing you to learn a plenty of stuff. splash shaders
good luck

texture2D splitting in XNA

I want to make a puzzle game in XNA where I take a picture and divide it into several parts and the user has to get all the parts back in the right order. The thing is I am new to XNA and WP programming and I have googled a lot and still I can't find any good links that help me with what I am trying to do. I just want to know how can I split the texture into different parts. Could anyone help me by providing links if they have them? Or guide me as to how this can be done?
Thanks
If you want square pieces, you can have multiple pieces with the same image (full puzzle). If you edit the "source" parameter when you draw your puzzle pieces, you can render only a part of the image, thus making different pieces.

How do I do simple 3D in XNA on Windows Phone 7

I'm a newbie to 3D on WP7. All I want to do is nice simple 3D
A. Add/Draw a number of coloured primitives, cube and spheres etc. to a 3D world
B. Rotate the World x, y and/or z
That's it, nothing else. I don't need any collision detection, I don't need any clever physics I don't need any textures or backgrounds or anything else, just that nice and simple.
I've been through about a gazillion examples on various websites and they all obscure the basics with bloated code and objects that I just don't want. I don't want any marble or spaceship examples, just some nice clean, clear code.
I have Blender to create the 3D models and these will be simple models with no textures. just solid basic 3D objects.
Please don't point me to anything that's based on a game which every example I have already found is.
Oh and please only examples that actually work.
Well the best way to do 3D on Windows Phone 7 is to use XNA which is generally associated with games which isn't the whole truth. You can still build traditional applications using XNA, although it might take you longer to construct your ui as opposed to silverlight.
You should probably check out App Hub from Microsoft as there are a ton of samples, in fact they have a category specifically for 3D. Keep in mind since your just starting you should make an attempt to understand the examples there giving you. Even though code you see for the first time might seem like bloated or extra code, there actually necessary components to consider when developing 3D applications.
At any rate, this example goes over the basics of 3D using XNA on Windows Phone 7.
EDIT: If you don't want to use XNA, there's this question that was asked previously. There's a couple of solutions for using 3D in silverlight.

Resources