Game and Graphics Programming for iOS and Android with OpenGL ES 2.0

Paperback Engels 2012 1e druk 9781119975915
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Learn how to build games with stunning graphics

Striking the ideal balance between aesthetics and functionality to create a state-of-the-art game is no small feat. That's where this book comes in. If you have a decent C/C++ programming background and a basic understanding of computer graphics, you'll find that this invaluable resource includes everything you need to know in order to make quick work of creating a full-fledged game.

Successful game engine developer Romain Marucchi-Foino covers all aspects of creating a game, such as loading complex geometries and textures; handling GLSL materials, sounds, cameras, and clippings; physics; pathfinding and AI; post-processing effects; real-time lighting and shadowing; working with skeletal animations; and much more. Before you know it, you'll be able to apply the knowledge you've gained from this book to create your own sophisticated game.

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0:
- Brings awareness to the powerful potential of OpenGL ES 2.0 in game programming
- Includes helpful tutorials and real-world mobile apps to give you a deeper understanding of what works in programming
- Demonstrates how to work with OpenGL features, including geometry, shaders, lighting, special effects, character animation, and more
- Addresses real-time physics, pathfinding, and optimization
- Zeroes in on audio and other cool and unique game programming possibilities

Wrox guides are crafted to make learning programming languages and technologies easier than you think. Written by programmers for programmers, they provide a structured, tutorial format that guides you through all the techniques involved.

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Specificaties

ISBN13:9781119975915
Taal:Engels
Bindwijze:paperback
Aantal pagina's:286
Uitgever:Wrox
Druk:1
Verschijningsdatum:2-3-2012
Hoofdrubriek:IT-management / ICT

Lezersrecensies

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Over Romain Marucchi-Fonio

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.

Andere boeken door Romain Marucchi-Fonio

Inhoudsopgave

INTRODUCTION

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

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

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 Buff er 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

4. BUILDING A SCENE
-Handling Multiple Objects
-The Code Structure
-Loading and Drawing the Scene
-The Shaders Code
-The Diff erent Object Types
-The Drawing Sequence
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          Game and Graphics Programming for iOS and Android with OpenGL ES 2.0