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Prateek Mehta - Learn OpenGL ES: For Mobile Game and Graphics Development

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Prateek Mehta Learn OpenGL ES: For Mobile Game and Graphics Development
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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 youll 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 books information invaluable when writing their apps.
Youll 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 youll 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

Prateek Mehta: author's other books


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Learn OpenGL ES

For Mobile Game and Graphics Development

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Prateek Mehta

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Learn OpenGL ES

Copyright 2013 by Prateek Mehta

This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publishers location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law.

ISBN-13 (pbk): 978-1-4302-5053-1

ISBN-13 (electronic): 978-1-4302-5054-8

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

The images of the Android Robot (01 / Android Robot) are reproduced from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License. Android and all Android and Google-based marks are trademarks or registered trademarks of Google, Inc., in the U.S. and other countries. Apress Media, L.L.C. is not affiliated with Google, Inc., and this book was written without endorsement from Google, Inc.

While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein.

President and Publisher: Paul Manning

Lead Editor: Steve Anglin

Developmental Editor: Tom Welsh

Technical Reviewer: Shane Kirk

Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Louise Corrigan, Morgan Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade, Tom Welsh

Coordinating Editor: Jill Balzano

Copy Editor: Lori Cavanaugh

Compositor: SPi Global

Indexer: SPi Global

Artist: SPi Global

Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail . Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

For information on translations, please e-mail .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales .

Any source code or other supplementary materials referenced by the author in this text is available to readers at www.apress.com . For detailed information about how to locate your books source code, go to www.apress.com/source-code/ .

Dedicated to my parents and my brother for their everlasting support and encouragement.

And to the Stack Overflow community, for making computer programming less troublesome.

Contents at a Glance

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Contents

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About the Author Prateek Mehta pixdipcomadminabouthtml is pursuin - photo 13

About the Author Prateek Mehta pixdipcomadminabouthtml is pursuing - photo 14

About the Author Prateek Mehta pixdipcomadminabouthtml is pursuing - photo 15

About the Author

Prateek Mehta pixdipcomadminabouthtml is pursuing his BTech degree in - photo 16

Prateek Mehta ( pixdip.com/admin/about.html ) is pursuing his B.Tech. degree in Information Technology Engineering at the Indraprastha University. He is a Web and OpenGL ES application developer, and is currently building up a graphic dev-tool based on Apache Flex. He is awaiting collaborators for his Perl parser for Blender geometry definition files ( bitbucket.org/prateekmehta ). This parser has been made use of in this book.

Prateek lives in South West Delhi and, when not doing technical things, works as a freelance lyricist. He spends his spare time playing Counter-Strike, de_dust2, and de_inferno are his favorite maps, where he is busy sniping with his AWP.

On Stack Overflow he has a keen interest in answering questions tagged under css and opengl-es-2.0.

About the Technical Reviewer

Shane Kirk earned his BS in Computer Science from the University of Kentucky - photo 17

Shane Kirk earned his B.S. in Computer Science from the University of Kentucky in 2000. Hes currently a software engineer for IDEXX Laboratories in Westbrook, Maine, where he spends his days working with enterprise Java. Hes also a very enthusiastic Android developer with a strong interest in building mobile solutions for working musicians. When Shane isnt coding, you can usually find him holed up in his home studio working on the next album from his band The Wee Lollies ( www.theweelollies.com ).

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