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Home/ Questions/Q 817807
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T02:03:03+00:00 2026-05-15T02:03:03+00:00

I’m trying to learn OpenGL ES quickly (I know, I know, but these are

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I’m trying to learn OpenGL ES quickly (I know, I know, but these are the pressures that have been thrusted upon me) and I have been read around a fair bit, which lots of success at rendering basic models, some basic lighting and ‘some’ texturing success too.

But this is CONSTANTLY the point at which all OpenGL ES tutorials end, they never say more of what a real life app may need. So I have a few questions that Im hoping arent too difficult.

  1. How do people get 3d models from their favorite 3d modeling tool into the iPhone/iPad application? I have seen a couple of blog posts where people have written some python scripts for tools like Blender which create .h files that you can use, is this what people seem to do everytime? Or do the “big” tooling suites (3DS, Maya, etc…) have exporting features?

  2. Say I have my model in a nice .h file, all the vertexes, texture points, etc.. are lined up, how to I make my model (say of a basic person) walk? Or to be more general, how do you animate “part” of a model (legs only, turn head, etc…)? Do they need to be a massive mash-up of many different tiny models, or can you pre-bake animations these days “into” models (somehow)

  3. Truely great 3D games for the iPhone are (im sure) unbelievably complex, but how do people (game dev firms) seem to manage that designer/developer workflow? Surely not all the animations, textures, etc… are done programatically.

I hope these are not stupid questions, and in actual fact, my app that Im trying to investigate how to make is really quite simple, just a basic 3D model that I want to be able to pan/tilt around using touch. Has anyone ever done/seen anything like this that I might be able to read up on?

Thanks for any help you can give, I appreciate all types of response big or small 🙂

Cheers,
Mark

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  1. Editorial Team
    Editorial Team
    2026-05-15T02:03:04+00:00Added an answer on May 15, 2026 at 2:03 am

    Trying to explain why the answer to this question always will be vague.

    OpenGLES is very low level. Its all about pushing triangles to the screen and filling pixels and nothing else basicly.

    What you need to create a game is, as you’ve realised, a lot of code for managing assets, loading objects and worlds, managing animations, textures, sound, maybe network, physics, etc.

    These parts is the “game engine”.

    Development firms have their own preferences. Some buy their game engine, other like to develop their own. Most use some combination of bought tech, open source and inhouse built tech and tools. There are many engines on the market, and everyone have their own opinion on which is best…

    Workflow and tools used vary a lot from large firms with strict roles and big budgets to small indie teams of a couple of guys and gals that do whatever is needed to get the game done 🙂

    For the hobbyist, and indie dev, there are several cheap and open source engines you can use of different maturity, and amount of documentation/support. Same there, you have to look around until you find one you like.

    on top of the game engine, you write your game code that uses the game engine (and any other libraries you might need) to create whatever game it is you want to make.

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