LEADER 05571nam 2200697 a 450 001 9910457173703321 005 20200520144314.0 010 $a1-283-43253-6 010 $a9786613432537 010 $a1-119-97626-X 035 $a(CKB)2550000000079951 035 $a(EBL)838187 035 $a(OCoLC)773565365 035 $a(SSID)ssj0000635695 035 $a(PQKBManifestationID)12239057 035 $a(PQKBTitleCode)TC0000635695 035 $a(PQKBWorkID)10652624 035 $a(PQKB)10444611 035 $a(MiAaPQ)EBC838187 035 $a(CaSebORM)9781119975915 035 $a(Au-PeEL)EBL838187 035 $a(CaPaEBR)ebr10630501 035 $a(CaONFJC)MIL343253 035 $a(EXLCZ)992550000000079951 100 $a20111215d2012 uy 0 101 0 $aeng 135 $aurunu||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame and graphics programming for iOS and Android with OpenGL ES 2.0$b[electronic resource] /$fRomain Marucchi-Foino 205 $a1st edition 210 $aChichester, U.K. $cJ. Wiley & Sons., Inc.$d2012 215 $a1 online resource (316 p.) 225 1 $aWrox programmer to programmer 300 $aIncludes index. 311 $a1-119-97591-3 327 $aGame and Graphics Programming for iOS and AndroidŽ with OpenGLŽ 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 327 $aSummary 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 327 $aAdding 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; Triangles to Triangle Strips; Building Triangle Strips 327 $aTexture Optimization Adding 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 327 $aCamera Tracking User 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 327 $aChapter 9: Audio and Other Cool Game Programming Stuff 330 $aDevelop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL E 410 0$aProgrammer to programmer. 606 $aApplication software$xDevelopment 606 $aMobile computing 606 $aComputer games$xProgramming 608 $aElectronic books. 615 0$aApplication software$xDevelopment. 615 0$aMobile computing. 615 0$aComputer games$xProgramming. 676 $a005.262 700 $aMarucchi-Foino$b Romain$0938940 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910457173703321 996 $aGame and graphics programming for iOS and Android with OpenGL ES 2.0$92116520 997 $aUNINA