
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
About this book
Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer.
- Provides a project template for iOS and Android platforms
- Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more
- Offers explanation of full-function 2D and 3D graphics on embedded systems
- Addresses the principal technology for hardware-accelerated graphical rendering
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.
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Information
- Learning about the software used in this book
- Downloading the book’s SDK
- Understanding the SDK architecture
- Importing projects into your IDE
- Understanding this book’s template application
- Learning how to work with the template code structure



- _chapter#-#: Contains the final result that you should reproduce by reading the tutorials in the book. At any time while reading this book, if you feel that the instructions are not clear, or if you are unsure where to insert some code, or even if you simply want to preview the final result of a tutorial, open this directory. Inside the directory, you can then find at the root the source files used by the tutorial (respectively named templateApp.cpp and templateApp.h) and two directories that contain the project files for iOS and Android. You can then load the project into your IDE and rebuild it from scratch.
- common: Contains the free and open source GFX 3D engine (the mini game and graphics engine that you will be using in this book) source code of the version that was used to create the templates and tutorials for this book, along with the source of the libraries the engine depends on. The GFX 3D engine is a very small and lightweight graphic engine that is built with bits and pieces of my own professional engine. It is very small, fast, flexible, and scalable; and will allow you to render state-of-the-art graphics on your mobile device, as shown in Figure 1-3. FIGURE 1-3: An FPS demo using the GFX 3D engineModels and textures are generously provided by David Radford (http://dmradford.com).

- data: In this directory, you can find all the original assets that were used in each tutorial. These assets are either linked dynamically to the projects (in the case of iOS) or simply duplicated inside the assets directory of each Android tutorial. Please note that all the original project 3D scenes are available as .blend (the default file extension of Blender). It is not mandatory, but highly suggested that you download a copy of Blender for your platform, which is available at http://blender.org. This will enable you to study the way the scenes are built and how the assets are linked and exported to the Wavefront OBJ (the official 3D model exchange format used in the book).
- EULA: In here, you can find all the End User License Agreements for the different libraries that this book’s SDK relies on. If you plan to release a commercial application using this book’s SDK, make sure that your application complies with all of these licenses.
- glsloptimizerCL: Contains the source to a simple yet powerful command line program that you can use to optimiz...
Table of contents
- Cover
- Contents
- Chapter 1: Getting Started
- Chapter 2: Setting Up Your Graphic Projections
- Chapter 3: Dealing with Complex Geometry
- Chapter 4: Building a Scene
- Chapter 5: Optimization
- Chapter 6: Real-Time Physics
- Chapter 7: Camera
- Chapter 8: Pathfinding
- Chapter 9: Audio and Other Cool Game Programming Stuff
- Chapter 10: Advanced Lighting
- Chapter 11: Advanced FX
- Chapter 12: Skeletal Animation
- Introduction
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