Does anyone know a good/easy/free/open 3d modeling program? [closed] - c++

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Does anyone know of an easy 3D modeling application like sketchup but is opensource?
I don't have time for learning blender ( guess I never will ):
and I'm a fan of having multiple small tools do their part of the job
( first cut the plank using the saw the nail it using the hammer :) ).
Edit:
I also might need to do some modifications to the application, for an example I want to be able to preview my GLSL shaders directly at the model. I want also be able to cut the model in half ( or as many cuts as I want to ) and have it saved in my own fileformet.
I does almost only know C++, done some hacking in other langs to.
Ask me if I'm unclear with my askings :)
Edit2:
I'm not a GUI tool programmer and have never done anything like a 3D editor, the most tools I've mada have been consolebased. Does anyone know a good startingpoint for a 3Dtool? ( like nehe.gamedev.net but for 3d tools instead of 3d games )

Blender is the only decent one I know, why not taking a look in Youtube/Vimeo on some tutorials? There are plenty and it's quite fast to scrap with Video tutorials.

Not sure if it helps, but you might look at Wings 3D. Also, Blender is not that strange once you spend an hour working with it :-)

Anim8or is not open source and is windows only, but is really easy to use, and has very good tutorials.

Personally, I'd say skip all the open source apps, go download either 3ds Max Learning edition or Maya Learning Edition, take a few years off. Just jump into the deepest end you can, and if you stick at it long and hard enough; you might just become a 3d artist. There is NO shortcut, forget the 'easy' stuff. Just my 0.2 Cent

I rememebered that Truespace 3 used to be available for free. - Whilst checking out Caligari's site to check if this was still true....I notice that 7.6 is available for free.
Theres a letter from the founder of Caligari - explaining the reason for this - and advising people to download and backup the installers. Hopefully if the 'slump' turns around Microsoft will reinvest and make this product available again.
But for now 7.6 + SDK + video + tutorials are ALL FREE
http://www.caligari.com/

THere is no such thing as easy 3d so get that notion out of your head right now. You are gonna have to sit down and learn one platform or another at some time, why not now? Nothing is for free in the end but hard work pays off .
I started at zero two months ago and I'm building scenes now (with premade models) and animating now.
If you don't have the time don't bother because you will just get frustrated with your results.
TO use your analogy, if you don't know how to hold the hammer how are you gonna nail?

Blender's OK, if a little quirky but does have a nice plugin architecture and a few nice utilities like mesh unwrap ( saves hours of UVing time ).
I'd highly recommend the SoftImage Mod Tool - it's basically the full version of SoftImage with a minor few restrictions on stuff like max mesh count. It also has nice XNA integration too.

I recommend AC3D but it's not free ($80) though pretty affordable I think. There is an plugin API to do extra stuff too.

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How to learn qt, entirely in C++ - without touching qt designer? [closed]

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So i am basically a newbie when it comes to qt. I want to learn it ,but entirely in C++ and without even touching desinger because for me it's not coding anymore. The problem is that every single tutorial/guide/book uses it and the API documentation is just (for me) overwhelming - i dont know where to start.
These references are useful if you have a background in C++ or a similar syntax language, like Java or Javascript. Of course having the Qt Libraries and Qt Creator on your computer is an important pre-step, too.
Many different options have worked well for me:
Youtube - One pretty high quality one I found called VoidRealms did a good job of explaining what he was doing while he was doing it. There may be other channels out there of similar quality, this is one that I've seen. I don't remember if he spends a lot of time in Qt Designer or not, but he does show other methods, too.
https://www.google.com/search?q=voidrealms+qt&safe=active&tbm=vid
https://www.youtube.com/playlist?list=PL2D1942A4688E9D63
The Qt Conference Video Archive - At the Qt Conferences they record the slides and what was taught/discussed. A number of these have great info on best practices with Qt. Each video is about an hour long and goes pretty in depth.
https://www.google.com/search?q=qt%20developer%20days%20videos
Welcome Tab > Examples - There are tons of well written and well documented examples. I would pick one of those and make tweaks to it and see what happens... see what builds and what doesn't.
http://doc.qt.io/qt-5/qtexamplesandtutorials.html
Here is a really comprehensive example. There are many other quality ones, too.
http://doc.qt.io/qt-5/qtwidgets-mainwindows-application-example.html
Read The Fine Manual. Qt has set a high bar in excellence in its documentation. When digging through someone else's code or the examples you click on any "Q" and press F1, and you get high quality information in plain english... or even any of the methods coming off of any of the instances of any of the functions. I think the doxygen project was started trying to model its output after the Qt documentation.
http://doc.qt.io/
http://doc.qt.io/qt-5/gettingstarted.html
The broad topics that come out are really good, too.
http://doc.qt.io/qt-5/overviews-main.html#best-practices
Stackoverflow. Sorting answers by votes yields a great source of FAQ's with quality answers.
https://stackoverflow.com/questions/tagged/qt?sort=votes&pageSize=50
Read a book; the books for Qt development are well organized and written for learning it from scratch; most of the authors have many years of experience with it.
https://wiki.qt.io/Books
As you start down the path of Qt/C++, awareness of the QML/Qt Quick/Javascript side is important, too. Qt Cascades Book has a lot of quality information.
https://qmlbook.github.io/ (getting the zip of examples for each chapter out takes a few minutes to find)
Take a class, online or at a college.
Ask questions to a co-worker or professor or TA that has experience with it.
Hope that helps.

Offscreen & embeddable browsers comparison (for use in a game) [closed]

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We've been looking at adding decent browser support to our C++ application; this question is about GUI-independent browser libraries since our project involves 3D rendering and doesn't quite fit a normal GUI.
The two I've seen so far are Berkelium and Awesomium. Both seem to work in a similar way from my quick investigation, rendering to an offscreen-buffer which you blt into your own window/game/anything. Awesomium is proprietary and costs a fair amount ($5k), Berkelium is open-source and free. Has anyone compared these (and other) such tools? Cross-platform is a benefit but not 100% essential.
Take a look at the Chromium Embedded Framework. CEF 3 supports off-screen rendering on all operating systems: Windows/Mac/Linux.
Disclaimer: I created Awesomium. Nevertheless, I will practice the utmost objectivity in my response.
Awesomium does cost a bit of money but it is definitely the best tool for the job, I'll defend my reasons with a bulleted list:
Simple, well-documented API; we've tried our best to keep the API as intuitive and readable as possible. That's really important when you're embedded something as large and complex as an entire browser framework. (Believe me, you don't want to embed WebKit directly-- that's like swallowing the sun.)
Windowless rendering; the library was designed from the outset to be used outside of a standard "windowing framework". We make it really easy to render a WebView to a texture:
void update()
{
if(webView->isDirty())
webView->render()->copyTo(texture, width * bpp, bpp, false);
}
Solid Javascript integration; if you use Awesomium as an HTML GUI renderer for your 3D game, you'll definitely want to take advantage of our Javascript <-> C++ integration. You can call Javascript functions directly from C++ and vice-versa, set callbacks, expose global properties, and more. I wrote up a big guide on my blog here.
Well-supported; we use the money we get from our top-tier commercial licenses to fund support and development of the library. If you need help, please visit http://support.awesomium.com and we'll be glad to lend a hand.
The library is free for non-commercial use and very affordable for indie developers. If you'd like to use Awesomium in your next project and are worried about the price-point, please email me at adam#khrona.com and I'll see if I can't help you out. :-)
Berkelium is really painless to use. I integrated it into my game in 6 days, you can read all about it (and some other options) here: http://www.onemanmmo.com/index.php?cmd=newsitem&comment=news.1.31.0
The only downside is no debug build and 40MB of binaries.

Funding for MathML rendering library [closed]

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I have an unfinished MathML rendering library written in C++. I ceased development a few months ago due to lack of time. The library [still] uses the TrueType version (unsupported) of the STIX fonts beta [version 1.0 of the STIX fonts (OpenType Postscript format) has since been released].
Development of this kind of library is a HUGE undertaking and, in fact, requires a number of programmers/developers. In my case, I am doing it alone, and here's my question:
Does anyone of you know of any foundations/philanthropists who may be interested to fund my project in return for open sourcing the code?
The funding will serve as an incentive for me to finish the library - perhaps by taking a sabbatical :p - and, of course, as 'payment' for the intellectual property involved.
I've searched the web, contacted some [e.g., foundations, VCs, angels, etc.], but I either did not get a response (from VCs and angels) or was rejected (one reason is geography since these foundations support only US-based projects).
As an aside, when I search the web for MathML, the results are often outdated. I guess there's not much activity concerning MathML. Yet, I believe this library will be very useful not only to developers but also to anyone who uses math, especially students and teachers. It is useful for e-learning, can be used with desktop apps and web servers (Windows), makes it easy to insert images of formulas in PowerPoint documents, etc.
Any suggestions are most welcome. Thank you.
EDITS: I have finished this library finally without funding, although I don't rule out seeking one.
You can find my new site below with lots of sample formulas; click on the download link to download the SDK.
http://reformath.webnode.com/ (preferred for statistical reason)
http://reformath.weebly.com/ (please use the above link instead)
DON'T forget to provide some feedback - or donations. Thanks!!!!!
Since we've already got open source MathML (Firefox has had it for years) that mean you'd have to do something better than the existing OSS solutions. And at that point, why not work on an existing open source project?
So that leaves commercial apps that may want a closed library for MathML rendering. I would go after companies like the makers of MathCad, Matlab, or any other engineering software that may want to display equations neatly. You should have something that already works for some subset of the things you/they will want it to do. You should also turn yourself into a company before going to those places so they take you seriously and you can license it to multiple customers. Otherwise the most you're likely to get is a job offer where they'd like you to hand over what you've got (for free if they can get you to) and then work on it as an employee - which may be all you want if you love it and hate your day job ;-)
You should probably ask on www-math list, also if you ask there, we can list your application in the software implementations page
http://www.w3.org/Math/Software/

Application for sketching ideas on a computer [closed]

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I've always wanted to sketch all ideas I come up with in the computer instead of on paper, but everyone knows that sketching with good 'ol fashioned pen and paper beats the crap out of trying to do it with a mouse (or even worse, a touch pad).
So I turn to stack overflow with this question: Does any one of you know a magic program that will help in sketching out diagrams, ideas, etc. with decent speed on a computer?
I'm not after something that will do pretty diagrams (that take ages to do, btw.) like Visio, Dia (kudos the the Dia developers though, kick ass app), etc. but for jotting down quick ideas and drawing early work flow sketches, etc.
(I know - a wacom board, but it's not really feasible to carry it around with your laptop)
I still go for a whiteboard and a decent camera on the mobile phone.
Normally when working on the whiteboard, we often go through a phase of erasing out all the unimportant stuff after we've worked out what the real essence of the problem and the solution. So we put some nice pictures on the wiki ;)
Did you consider some kind of mind-mapping application ?
PersonalBrain is quite handy for that type of task, even though the "diagram" feature is quite limited.
alt text http://www.thebrain.com/site/personalbrain/learningzone/topUses/awareness3.png
I'm actually a big fan of OneNote. It's great for entering text and organizing it in a visual way.
This won't do for situations where you're working with other people, but I often do my brain-storming with GraphViz.
GraphViz gives you the dot and neato languages for drawing graphs. So you start jotting down items and the relationships between them in your favourite text editor:
graph brainstorm {
release -- documentation
release -- "bug fixes"
release -- enhancements
documentation -- "release notes"
documentation -- "user guide"
enhancements -- "user requests" -- "support team"
enhancements -- marketing -- demo
}
You can then turn this into a image:
neato diagram http://share4pic.com/images/2/9/3/2935067.jpg
There are lots of options for formatting and layout and so on if you want to prettify the output.
It doesn't work for idea's or diagrams, but i found this very impressive: I love sketch. Hopefully, we'll see similar tools in the future for other forms of information.
When i was still using windows i used adobe illustrator and a wacom tabled for sketching diagrams (example). Powerfull, but a steep learning curve, if you just want to do sketching.
On linux i use Inkscape (with a wacom tablet). It's not as powerful as illustrator, but it gets the job done. (example).
I would love to use a sketching tool for creating presentations. Have a number of slides on my screen, and just sketch to contents of every sheet, also using the wacom to drag and drop the slides in the right order, etc.
There was a research project called SILK (Sketching Interfaces Like Krazy) a few years ago (mid 90s) at Carnegie-Mellon. Two papers that talked about the work are Interactive Sketching for the Early Stages of User Interface Design and Just Draw It! Programming by Sketching Storyboards.
I thought their ideas were very cool, but the project seems to have blown away. I'm mentioning it here for two reasons:
To support the questioner's idea that this would be A Very Good Thing for early design stages, and
In hopes that someone else will have more luck than I did in finding out what happened to SILK (or at least the prototypes).
I know you are "not after something that will do pretty diagrams".
However, I believe this new web flash-based application LovelyCharts might be oo assistance for quick (and nice too) diagrams, and can be compliant with your goal to "jotting down quick ideas and drawing early work flow sketches, etc."
Example of work flow sketch:
The closest thing to the feeling of writing on paper with pencil or pen that I have found is a graphics tablet (relatively inexpensive and small Wacom Bamboo is enough) with Autodesk's SketchBook Pro software.
Try the trial (if you have graphics tablet handy, not really the same with a mouse), it's amazing how natural digital drawing feels with that app.
Depending on how close you are to implementing something, balsamiq mockups may be what you want. I find it great for mocking up user interfaces, and it's probably not a bad way to start sketching a development idea.
Autodesk Sketchbook Pro is the closest I've come to a whiteboard after an extensive search. Minimal controls, yet enough. It's also attractively priced, in line with its simplicty.
Maybe you should consider buying a Graphic Tablet .
I recommend Wacom Bamboo
I wouldn't suggest it, but people have mentioned mind-mapping products and even OneNote (¡sin comentarios!), so I'll plug my TheKBase Desktop and it's Cloud brother, TheKBase Web. NO, they will not help you draw things like on paper, but in many cases, diagrams are not what you need. You want to organize your ideas and whip them into shape.
If you insist on diagramming, 30x less annoying than Visio is SmartDraw (sorry for the Spanish grammar).
Moleskin for the win!

GUI system development resources? [closed]

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Could someone recommend any good resources for creating Graphics User Interfaces, preferably in C/C++?
Currently my biggest influence is 3DBuzz.com's C++/OpenGL VTMs (Video Training Modules). While they are very good, they cover a large area of graphics programming, so only skim the surface of GUI programming.
This question does relate to "How do I make a GUI?", where there is also a rough outline of my current structure.
Any response would be appreciated.
Edit:
I've just read some of the answers and spotted that I've missed some points. I had to type the question twice as I caught the wrong button and lost it.
I missed two important points, first: This will be used cross platform including homebrew on a Sony PSP. Second: I want to create a GUI system not use an existing one.
Edit 2: I think some of you are missing the point, I don't what to use an existing GUI system I want to build one.
Qt in it's current form is not portable to the PSP, never mind the overkill of such a task.
That said I've decided to create an IM-GUI, and have started to prototype the code.
I wouldn't use OpenGL for the GUI unless you are planning for hardware accelerated and/or 3D effects that you don't think you would get with a more traditional GUI toolkit (e.g Qt, wxWidgets, GTK, etc). If you just need a quick simple GUI for hosting your OpenGL graphics then FLTK is a nice choice. Otherwise, for rendering the GUI directly in OpenGL their are libraries like Crazy Eddie's GUI that do just that and provide lots of skinnable widgets that you won't have to reinvent. The window and OpenGL context could then be provide with a portable library like SDL.
EDIT: Now that I've gone back and taken at look your other post I think I have a better understanding of what you are asking. For a GUI on an embedded system like the Nintendo DS, I would consider using an "immediate mode" GUI. Jari Komppa has a good tutorial about them, but you could use a more object-oriented approach with C++ than the C code he presents.
http://www.fox-toolkit.org has an API reference, if you're looking how to work with a specific framework. Or were you more interested in general theory or something more along the lines of how to do the low-level stuff yourself?
For more information about "immediate mode" GUI, I can recommend the Molly Rocket forums. There's a good video presentation of the thinking behind IM-GUI, along with lots of discussion.
I recently hacked together a very quick IM-GUI system based on presentation on Jari's page, and in my case, where I really just wanted to be able to get a couple of buttons and boxes on the screen, and more or less just hard code the response to the inputs, it really felt like the right thing to do, instead of going for a more full blown GUI-architecture. (This was in a DirectX-application, so the number of choices I had was pretty limited).
One of the fastest ways is to use python with a gui binding like pyQt, PyFLTK, tkinter, wxPython or even via pygame which uses SDL.
Its easy fast and platform independent.
Also the management of the packages is unbeatable.
See:
http://wiki.python.org/moin/PyQt
http://www.fltk.org/
(tkinter is default and already packaged with python)
http://wxpython.org/
http://www.pygame.org/news.html
For a platform like the PSP, I'd worry slightly about the performance of an IM GUI solution. With a traditional retained mode type of solution, when you create a control, you can also create the vertex buffer/display list or what-have-you required to render it. With an immediate mode solution, it seems to me that you'd need to recreate this dynamically each frame.
You might not care about this, if you're only doing a few buttons, or it's not going to be used in-game (assuming you're making a game) but, especially if you have a fair bit of text, the cost of rendering might start to hurt if you can't find a way to cache the display lists somehow.
Have a look at Qt. It is an open source library for making GUI's. Unlike Swing in Java, it assumes a lot of stuff, so it is really easy to make functional GUI's. For example, a textarea assumes that you want a context menu when you right click it with copy, paste, select all, etc. The documentation is also very good.
I'll second Qt. It's cross platform, and I found it much easier to work with than the built in Visual Studio GUI stuff. It's dual-licensed, so if you don't want your code to be GPL you could purchase a license instead.
I've had a look at the Video from Molley Rocket and Looked through Jari Komppa's cached tutorials.
An IM-GUI seems the best way to go, I think it will be a lot more streamlined, and lot quicker to build than the system I originally had in mind.
Now a new issue, I can only except one Answer. :(
Thanks again to Monjardin and dooz, cheers.
thing2k
I'd have a look at GLAM and GLGooey