Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
(Sprache: Englisch)
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.
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.
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Produktinformationen zu „Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 “
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.
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.
Klappentext zu „Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 “
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.
Inhaltsverzeichnis zu „Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 “
INTRODUCTION xviiCHAPTER 1: GETTING STARTED 1
Software Requirements 2
For iOS Developers 2
For Android Developers 2
Downloading the Book's SDK 4
Importing Projects 5
For iOS Developers 5
For Android Developers 5
The Template 7
Summary 8
CHAPTER 2: SETTING UP YOUR GRAPHIC PROJECTIONS 9
The Three Basic Types of Projections 10
Orthographic 2D Projection 11
Program and Project Initialization 12
Vertex and Fragment Shader 14
Linking a Shader Program 17
The Drawing Code 19
Orthographic Projection 23
Getting Orthographic 23
Perspective Projection 26
Summary 27
CHAPTER 3: DEALING WITH COMPLEX GEOMETRY 29
The Wavefront File Format 29
Cube.obj 30
Cube.mtl 31
Preparing the OBJ Viewer Code 31
Loading an OBJ 32
Building the Shaders 35
The Vertex Shader 35
The Fragment Shader 36
Vertex Buff er Object 36
Storing the Vertex Data 37
Building the Vertex Data Array VBO 38
Building the Element Array VBO 39
Building the VAO 40
Rendering Momo 42
Handling Touche 44
Per-Vertex Lighting 46
Vertex Shader Light Calculation 46
Modifying the Fragment Shader 47
More Uniforms 48
Making Momo Furrier 50
Loading the Texture 50
Adjusting the Vertex Data 51
Adding UV Support to the Vertex Shader 52
Adding Texture Support to Your Fragment Shader 53
Binding the Texture 53
Summary 54
CHAPTER 4: BUILDING A SCENE 57
Handling Multiple Objects 58
The Code Structure 58
Loading and Drawing the Scene 59
The Shaders Code 63
The Diff erent Object Types 64
The Drawing Sequence 64
Fixing the Scene 65
Uber
... mehr
Shader 65
Using Your Uber Shader 66
Render Loop Objects Categorization 69
Double-Sided 71
Per-Pixel Lighting 73
Making the Vertex Shader Even Fatter 73
Getting the Fragment Shader More Uber 74
Wrapping Up the Implementation 76
Summary 79
CHAPTER 5: OPTIMIZATION 81
The Base App 82
Triangles to Triangle Strips 82
Building Triangle Strips 83
Texture Optimization 84
Adding 16-Bit Texture Conversion 85
PVR Texture Compression 86
Faking Details 87
Bump Mapping Implementation 87
Precision Qualifi ers Optimization 88
The Normal Map Lighting Calculation 90
Adding Specularity 91
Geometry and Shaders LOD 92
Texture Atlas 93
Managing States in Software 94
Automatic Shader Optimization 94
Summary 95
CHAPTER 6: REAL-TIME PHYSICS 97
Types of Physical Objects 98
Physics Shapes 98
Using Bullet 100
Hello Physics 100
Collision Callbacks, Triggers, and Contacts 105
Contact-Added Callback 105
Near Callback 107
Contact Points 108
2D Physics 110
More Shapes! 110
Building the Physical Objects 113
Camera Tracking 114
User Interactions 116
The Game Logic 117
3D Physics 120
The Bullet File Format 120
3D Pinball Game 122
Summary 127
CHAPTER 7: CAMERA 129
Touch and Go! 130
The
Using Your Uber Shader 66
Render Loop Objects Categorization 69
Double-Sided 71
Per-Pixel Lighting 73
Making the Vertex Shader Even Fatter 73
Getting the Fragment Shader More Uber 74
Wrapping Up the Implementation 76
Summary 79
CHAPTER 5: OPTIMIZATION 81
The Base App 82
Triangles to Triangle Strips 82
Building Triangle Strips 83
Texture Optimization 84
Adding 16-Bit Texture Conversion 85
PVR Texture Compression 86
Faking Details 87
Bump Mapping Implementation 87
Precision Qualifi ers Optimization 88
The Normal Map Lighting Calculation 90
Adding Specularity 91
Geometry and Shaders LOD 92
Texture Atlas 93
Managing States in Software 94
Automatic Shader Optimization 94
Summary 95
CHAPTER 6: REAL-TIME PHYSICS 97
Types of Physical Objects 98
Physics Shapes 98
Using Bullet 100
Hello Physics 100
Collision Callbacks, Triggers, and Contacts 105
Contact-Added Callback 105
Near Callback 107
Contact Points 108
2D Physics 110
More Shapes! 110
Building the Physical Objects 113
Camera Tracking 114
User Interactions 116
The Game Logic 117
3D Physics 120
The Bullet File Format 120
3D Pinball Game 122
Summary 127
CHAPTER 7: CAMERA 129
Touch and Go! 130
The
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Autoren-Porträt von Romain Marucchi-Foino
Romain Marucchi-Foino is the original author and founder of the popular mobile game engine SIO2. Formerly a desktop game engine developer, Romain is currently the lead 3D engine programmer for sio2interactive.com, the official developer of the SIO2 Engine, which powers thousands of games and 3D applications throughout the App Store and the Android market.
Bibliographische Angaben
- Autor: Romain Marucchi-Foino
- 2012, 1. Auflage, 308 Seiten, Maße: 19,1 x 23,5 cm, Kartoniert (TB), Englisch
- Verlag: Wiley & Sons
- ISBN-10: 1119975913
- ISBN-13: 9781119975915
- Erscheinungsdatum: 28.02.2012
Sprache:
Englisch
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