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...
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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. Intro -- Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0 -- Contents -- Introduction -- Chapter 1: Getting Started -- Software Requirements -- For iOS Developers -- For Android Developers -- Downloading the Book's SDK -- Importing Projects -- For iOS Developers -- For Android Developers -- The Template -- Summary -- Chapter 2: Setting Up Your Graphic Projections -- The Three Basic Types of Projections -- Orthographic 2D Projection -- Program and Project Initialization -- Vertex and Fragment Shader -- Linking a Shader Program -- The Drawing Code -- Orthographic Projection -- Getting Orthographic -- Perspective Projection -- Summary -- Chapter 3: Dealing With Complex Geometry -- The Wavefront File Format -- Cube.obj -- Cube.mtl -- Preparing the OBJ Viewer Code -- Loading an OBJ -- Building the Shaders -- The Vertex Shader -- The Fragment Shader -- Vertex Buffer Object -- Storing the Vertex Data -- Building the Vertex Data Array VBO -- Building the Element Array VBO -- Building the VAO -- Rendering Momo -- Handling Touche -- Per-Vertex Lighting -- Vertex Shader Light Calculation -- Modifying the Fragment Shader -- More Uniforms -- Making Momo Furrier -- Loading the Texture -- Adjusting the Vertex Data -- Adding UV Support to the Vertex Shader -- Adding Texture Support to Your Fragment Shader -- Binding the Texture -- Summary -- Chapter 4: Building a Scene -- Handling Multiple Objects -- The Code Structure -- Loading and Drawing the Scene -- The Shaders Code -- The Different Object Types -- The Drawing Sequence -- Fixing the Scene -- Uber Shader -- Using Your Uber Shader -- Render Loop Objects Categorization -- Double-Sided -- Per-Pixel Lighting -- Making the Vertex Shader Even Fatter -- Getting the Fragment Shader More Uber -- Wrapping up the Implementation -- Summary -- Chapter 5: Optimization -- The Base App.
Includes index. - Electronic reproduction; Palo Alto, Calif; ebrary; 2011; Available via World Wide Web; Access may be limited to ebrary affiliated libraries
Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0; Contents; Introduction; Chapter 1: Getting Started; Software Requirements; For iOS Developers; For Android Developers; Downloading the Book's SDK; Importing Projects; For iOS Developers; For Android Developers; The Template; Summary; Chapter 2: Setting Up Your Graphic Projections; The Three Basic Types of Projections; Orthographic 2D Projection; Program and Project Initialization; Vertex and Fragment Shader; Linking a Shader Program; The Drawing Code; Orthographic Projection; Getting Orthographic; Perspective Projection
SummaryChapter 3: Dealing With Complex Geometry; The Wavefront File Format; Cube.obj; Cube.mtl; Preparing the OBJ Viewer Code; Loading an OBJ; Building the Shaders; The Vertex Shader; The Fragment Shader; Vertex Buffer Object; Storing the Vertex Data; Building the Vertex Data Array VBO; Building the Element Array VBO; Building the VAO; Rendering Momo; Handling Touche; Per-Vertex Lighting; Vertex Shader Light Calculation; Modifying the Fragment Shader; More Uniforms; Making Momo Furrier; Loading the Texture; Adjusting the Vertex Data; Adding UV Support to the Vertex Shader
Adding Texture Support to Your Fragment ShaderBinding the Texture; Summary; Chapter 4: Building a Scene; Handling Multiple Objects; The Code Structure; Loading and Drawing the Scene; The Shaders Code; The Different Object Types; The Drawing Sequence; Fixing the Scene; Uber Shader; Using Your Uber Shader; Render Loop Objects Categorization; Double-Sided; Per-Pixel Lighting; Making the Vertex Shader Even Fatter; Getting the Fragment Shader More Uber; Wrapping up the Implementation; Summary; Chapter 5: Optimization; The Base App; Triangles to Triangle Strips; Building Triangle Strips
Texture OptimizationAdding 16-Bit Texture Conversion; PVR Texture Compression; Faking Details; Bump Mapping Implementation; Precision Qualifiers Optimization; The Normal Map Lighting Calculation; Adding Specularity; Geometry and Shaders LOD; Texture Atlas; Managing States in Software; Automatic Shader Optimization; Summary; Chapter 6: Real-Time Physics; Types of Physical Objects; Physics Shapes; Using Bullet; Hello Physics; Collision Callbacks, Triggers, and Contacts; Contact-Added Callback; Near Callback; Contact Points; 2D Physics; More Shapes!; Building the Physical Objects
Camera TrackingUser Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!; The Camera Frustum; How to Build the Frustum; Frustum Clipping Implementation; More Clipping Functions; Camera Fly Mode; First-Person Camera with Collision Detection; 3D Camera Tracking; Third-Person Camera with Collision; Summary; Chapter 8: Pathfinding; Recast and Detour; Navigation; Creating the Navigation Mesh; 3D Physics Picking; Player's Auto Drive; Visualizing the Way Points; Catch Me If You Can!; Know Your Enemy; Game State Logic; Summary
Chapter 9: Audio and Other Cool Game Programming Stuff