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001 EBC838187
003 MiAaPQ
005 20181121162046.0
006 m o d |
007 cr cnu||||||||
008 181113s2012 xx o ||||0 eng d
020 _a9781119976264
_q(electronic bk.)
020 _z9781119975915
035 _a(MiAaPQ)EBC838187
035 _a(Au-PeEL)EBL838187
035 _a(CaPaEBR)ebr10630501
035 _a(CaONFJC)MIL343253
035 _a(OCoLC)773565365
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aQA76.76.D47 -- M38 2012eb
082 0 _a794.81526
100 1 _aMarucchi-Foino, Romain.
245 1 0 _aGame and Graphics Programming for iOS and Android with OpenGL ES 2.0.
250 _a1st ed.
264 1 _aSomerset :
_bJohn Wiley & Sons, Incorporated,
_c2012.
264 4 _c©2012.
300 _a1 online resource (316 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aIntro -- 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.
505 8 _aTriangles 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 -- OpenAL -- OGG Vorbis -- Hello World OpenAL Style -- Initializing OpenAL -- Static in-Memory Sound Playback -- Positional Sound Source -- Piano Game -- Loading a Static and Streamed Sound -- Color Picking -- Piano Game Logic -- Final Adjustments -- Rolling Ball Game -- GFX Shaders -- Linking the Positional Sound Sources -- Accelerometer-Driven Camera -- Cheap FX -- Game Logic and Tweaks -- Summary -- Chapter 10: Advanced Lighting -- Types of Lamps.
505 8 _aLet There Be Light -- Directional Lamp Shader -- Struct as Uniforms -- Point Light -- Point Light Shader Code -- Light Attenuation -- Point Light with Attenuation Code -- The Attenuation Uniforms -- Spherical Point Light -- Tweaking the Point Light Code -- Spot Light -- Spot Light Shader Code -- Multiple Lights -- Making the Shader Program Dynamic -- Summary -- Chapter 11: Advanced Fx -- Render to Texture -- Post-Processing Effects -- First Rendering Pass -- Second Pass -- Fullscreen Pass and Blur Shader -- Projected Texture -- Projector Shader -- Projected Real-Time Shadows -- Casting Shadows Using the Depth Texture -- A Few More Words about the Frame Buffer Object -- Particles -- Summary -- Chapter 12: Skeletal Animation -- Traditional vs. Modern Animation Systems -- The MD5 File Format -- Loading an MD5 Mesh -- Animating the Mesh -- LERP -- SLERP -- Blending Animation -- Additive Blending -- Summary -- Index -- Advertisement.
520 _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 ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2018. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aAndroid (Electronic resource).
650 0 _aApplication software -- Development.
650 0 _aComputer games -- Programming.
650 0 _aiOS (Electronic resource).
650 0 _aMobile computing.
650 0 _aOpenGL.
655 4 _aElectronic books.
700 1 _aMarucchi-Foino, Romain.
700 1 _aSemko, Roman.
776 0 8 _iPrint version:
_aMarucchi-Foino, Romain
_tGame and Graphics Programming for iOS and Android with OpenGL ES 2.0
_dSomerset : John Wiley & Sons, Incorporated,c2012
_z9781119975915
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/buse-ebooks/detail.action?docID=838187
_zClick to View
999 _c92179
_d92179