Game and graphics programming for iOS and Android with OpenGL ES 2.0 [[electronic resource] /] / Romain Marucchi-Foino |
Autore | Marucchi-Foino Romain |
Edizione | [1st edition] |
Pubbl/distr/stampa | Chichester, U.K., : J. Wiley & Sons., Inc., 2012 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 005.262 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Application software - Development
Mobile computing Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-43253-6
9786613432537 1-119-97626-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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; Triangles to Triangle Strips; Building Triangle Strips Texture 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 Camera 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 Chapter 9: Audio and Other Cool Game Programming Stuff |
Record Nr. | UNINA-9910457173703321 |
Marucchi-Foino Romain | ||
Chichester, U.K., : J. Wiley & Sons., Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game and graphics programming for iOS and Android with OpenGL ES 2.0 [[electronic resource] /] / Romain Marucchi-Foino |
Autore | Marucchi-Foino Romain |
Edizione | [1st edition] |
Pubbl/distr/stampa | Chichester, U.K., : J. Wiley & Sons., Inc., 2012 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 005.262 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Application software - Development
Mobile computing Video games - Programming |
ISBN |
1-283-43253-6
9786613432537 1-119-97626-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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; Triangles to Triangle Strips; Building Triangle Strips Texture 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 Camera 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 Chapter 9: Audio and Other Cool Game Programming Stuff |
Record Nr. | UNINA-9910778824003321 |
Marucchi-Foino Romain | ||
Chichester, U.K., : J. Wiley & Sons., Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game and graphics programming for iOS and Android with OpenGL ES 2.0 / / Romain Marucchi-Foino |
Autore | Marucchi-Foino Romain |
Edizione | [1st edition] |
Pubbl/distr/stampa | Chichester, U.K., : J. Wiley & Sons., Inc., 2012 |
Descrizione fisica | 1 online resource (316 p.) |
Disciplina | 005.262 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Application software - Development
Mobile computing Video games - Programming |
ISBN |
1-283-43253-6
9786613432537 1-119-97626-X |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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; Triangles to Triangle Strips; Building Triangle Strips Texture 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 Camera 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 Chapter 9: Audio and Other Cool Game Programming Stuff |
Record Nr. | UNINA-9910820167403321 |
Marucchi-Foino Romain | ||
Chichester, U.K., : J. Wiley & Sons., Inc., 2012 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|