Franklin 3d - still supported? support iOS?

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neo42
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Franklin 3d - still supported? support iOS?

Post by neo42 » Tue May 10, 2011 7:59 pm

Is Franklin 3d still updated?


Does it support iOS?

bn
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Re: Franklin 3d - still supported? support iOS?

Post by bn » Tue May 10, 2011 8:10 pm

neo,

you would have to ask Franklin 3D directly. They rarely visit this forum. See the link Shao provided

Kind regards

Bernd

BTW neo:
it would be nice if you could aknowledge the answers to your original questions as in:

http://forums.runrev.com/phpBB2/viewtop ... f=7&t=7398

neo42
Posts: 83
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Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Tue May 10, 2011 9:07 pm

Sorry about that. I often program disconnected from the web (on the bus) and it's hard to remember to respond sometimes. It's been bugging me to reply, if that helps.

And sometimes I haven't tried the solutions posed yet. So I didn't want to reply with only "will try soon", but that's better than nothing I suppose.


And I often research things ahead of when I'll need them so that I have the answer by the time I need it. But sometimes that is a month.

neo42
Posts: 83
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Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Tue May 10, 2011 9:08 pm

Shao provided a link? who's that? Where's the link?

bn
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Re: Franklin 3d - still supported? support iOS?

Post by bn » Tue May 10, 2011 9:11 pm


neo42
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Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Wed May 11, 2011 1:55 pm

Looks like I need to contact them.

neo42
Posts: 83
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Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Wed May 11, 2011 2:07 pm

I did find this just now:


http://franklin3d.com/dokuwiki/doku.php ... revolution


It appears to be a full 3d engine. While it doesn't look as simple as livecode usually tends to be, it appears to be usable.




No mention of iOS. My guess is that the irrlicht engine isn't an iOS thing yet.

Yann
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Re: Franklin 3d - still supported? support iOS?

Post by Yann » Thu May 12, 2011 9:54 am

Another possible approach, which I have been using with success for many years on RealBasic, and should work well in LiveCode too : use a top-level multiplatform web 3D engine like Unity, embed it in a RevBrowser window and have LiveCode communicate with it through Javascript evals. Of course the user will have to install Unity's web plugin first, and it won't work on iOS - but you can achieve great results with such a method.

neo42
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Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Thu May 12, 2011 1:48 pm

Nice!

Though you also would need a license for Unity I assume.

Yann
Posts: 32
Joined: Wed Oct 13, 2010 9:55 am

Re: Franklin 3d - still supported? support iOS?

Post by Yann » Thu May 12, 2011 2:10 pm

I use Unity pro, but the nice part is you don't need any paid license to start : there is a free (though very complete) version of Unity, which can be used for indie commercial projects. I have been a Unity developer for 6 years, and to my eyes LiveCode and Unity are made for each other. Well... in fact, this is what I used to say about Unity and RealBasic, before I discovered LiveCode.

A Unity version that would integrate LiveCode scripting - or a LiveCode version that would integrate Unity's 3D engine - would be the best development tool of all times, imho. But in a sense, it is already available thanks to the RevBrowser module :D

neo42
Posts: 83
Joined: Tue Mar 01, 2011 10:20 pm

Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Thu May 12, 2011 4:22 pm

Yann wrote:I use Unity pro, but the nice part is you don't need any paid license to start : there is a free (though very complete) version of Unity, which can be used for indie commercial projects. I have been a Unity developer for 6 years, and to my eyes LiveCode and Unity are made for each other. Well... in fact, this is what I used to say about Unity and RealBasic, before I discovered LiveCode.

A Unity version that would integrate LiveCode scripting - or a LiveCode version that would integrate Unity's 3D engine - would be the best development tool of all times, imho. But in a sense, it is already available thanks to the RevBrowser module :D

If I could thumb up this post I would. :)

neo42
Posts: 83
Joined: Tue Mar 01, 2011 10:20 pm

Re: Franklin 3d - still supported? support iOS?

Post by neo42 » Thu May 12, 2011 4:40 pm

I never knew or forgot that Unity had a good free option, even for selling your product!


I might try it out for some desktop stuff in livecode.

Also, I might try some 3d CSS transforms or other 3d stuff in the mobile safari in livecode on ios.


Currently though, I'm more interested in some 2d game stuff.

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