Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing What you’ll learn How to install and use OpenGL ES 2.0 on Android GLSL ES Fundamentals State Management Modeling 3D Objects Using Blender Using the Perl Mesh Parser Vertex Buffer Objects Using Color Masks sampler2D and samplerCube Uniforms Multi-Texturing Lambert Illumination Model Implementing the Lighting Equation Design, write, and build Tank Fence, an interactive 3D game Who this book is for Learn OpenGL ES is ideal for mobile game and interactive app developers who want to know more about the OpenGL ES engine and and use it to build more sophisticated, graphically-rich games and other apps. While the code is developed on Android, iOS developers will also find this book invaluable. Table of Contents1. Why OpenGL ES? 2. UI for games: Keep it simple 3. First Steps: Mobile Game App Development 4. 3D Modeling 5. Functions, Shading, Light Source and Objects 6. Carrying Further: Collision Detection
This is a serious question, I am "stuck" at this point between understanding it and not at all. I got very confused with the time reading different resources and would like someone to point me in the right direction.
I am working with Android platform, until now I have used the
OpenGL ES 1.0, but mostly through engines or already built code to try and understand it.
My goal is to ACTUALLY understand
OpenGL ES 2.0. I do not want to go straight to the complicated stuff and start with easy stuff, but I just don't get how to do it. I can get a square, and I can set up a camera and matrices; to tell you the truth I really don't understand the whole matrix system and how it works, if I am right it was a fixed-function-pipeline which you didn't need to change in
OpenGL ES 1.0 but now it's a programmable-pipeline which you have to set up on your own.
I do not get how to use the coordinate system, I know that the origin is the center of the device and each turn to the edge is 1, so from center to left it would be negative 1.
There were some ways however to make it into a different coordinate system, maybe just use proportions or multiply matrices to set the coordination to something that I was used to from the
Basically what I need help with is how do I progress from here? I feel as if I got to somewhere, but I am still nowhere.
I really need some advises on how to properly use
OpenGL ES 2.0, for now all I am planning on is a simple 2D game, maybe side scroll-er too so I will have to mess with the camera matrices.
Thank you for your time, I will greatly appreciate any help.
*I am less interested in the transformation matrices since I do not think that 2D game would really use that, maybe only when I mirror the character's sprite so it would look as if he is walking in a different direction, but I'm pretty sure this is possible to be made simple by changing the coordination and width.