By Prateek Mehta
Are looking to create subtle video games and graphics-intensive apps? research OpenGL ES will get you began instantly with OpenGL ES. After getting to know the fundamentals of OpenGL ES itself, you are going to quick end up writing and development video game apps, with no need to benefit approximately item orientated programming techniques.
This e-book demonstrates using a strong open-source modeling software, Blender. you can be guided, step-by-step, during the improvement of Tank Fence, a dynamic, interactive 3D online game. alongside the way in which you'll achieve abilities in construction apps with Eclipse and the Android SDK or NDK, rendering portraits utilizing acceleration, and multithreading for functionality and responsiveness. iOS builders also will locate this book's details beneficial whilst writing their apps.
You'll study every little thing you want to comprehend about:
* developing uncomplicated, effective online game UIs
* Designing the elemental development blocks of a thrilling, interactive 3D game
* Pulling all of the parts including Blender, a strong open-source software for modeling, animation, rendering, compositing, video modifying, and online game creation
* Taking the following enormous step utilizing customized and built in capabilities, texturing, shading, gentle resources, and more
* Refining your cellular online game app via collision detection, player-room-obstacle sessions, and garage classes
* Doing all this successfully on cellular units with restricted assets and processing
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Extra resources for Learn OpenGL ES: For Mobile Game and Graphics Development
There has to be a piece of memory that stores this data (color per pixel), so it can be displayed on the EGL window. Framebuffer is that large piece of memory used to represent 3D graphics as a 2D array of pixel data, more specifically, the kind of framebuffer we are talking about is a color buffer. Display devices read the color buffer to determine the intensity values for RGB color components for each pixel on the screen (that is, a portion of screen displaying the EGL window). Please note that the color buffer can also store an additional alpha component along with the RGB color components for each pixel on the EGL window.
48 CHAPTER 2: Implementation Prerequisites Using Touch for Rotation For the Tank Fence game, we implement rotation using the screen (or optionally using sensors). We won’t use buttons for rotation. In this topic, you learn to use the screen using screen touch to update the rotate matrix associated with an object. The rotate matrix associated with an object requires the desired angle of rotation (in degrees) to rotate the object by that angle about a particular axis. If you want to use the screen to rotate an object about the axis perpendicular to it (the screen) so that the angle of rotation is proportional to the horizontal distance moved by a finger across the screen, take the ratio of the total horizontal distance moved to the width of the screen.
Anatomy of a Renderer While creating the GL SURFACE application in Chapter 1, we intentionally sorted the methods of the class GLES20Renderer in a specific order. We did so to signify the actual sequence in which these methods get called. To understand this, we create an application similar to GL SURFACE, but before that, let’s discuss Listing 3-4 - pseudo code to describe the internal functioning of a renderer thread (after GLSurfaceView is set as the activity’s content view, as shown in Listing 3-2).
Learn OpenGL ES: For Mobile Game and Graphics Development by Prateek Mehta