OpenGL ES Game Development
Seiten
2004
Premier Press
978-1-59200-370-9 (ISBN)
Premier Press
978-1-59200-370-9 (ISBN)
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"OpenGL-ES Game Development" provides an in-depth look into the new OpenGL-ES standard and what the new embedded systems graphics library will provide for game developers. It compares OpenGL-ES to OpenGL, EGL (the new standard windowing APIs for OpenGL-ES), game development, and platforms that are currently available.
OpenGL ES Game Development provides an in-depth look into the new OpenGL ES standard and what the new embedded systems graphics library will provide for game developers. It compares OpenGL ES to OpenGL, EGL (the new standard windowing APIs for OpenGL ES), game development, and platforms that are currently available. It also provides coverage of the problems involved in mobile game development with OpenGL ES. Additional coverage includes an overview of fixed point math and other areas of cell phone limitation that game developers need to consider before they write mobile games. The authors walk the reader through the steps required to develop a game on multiple mobile platforms, which is the process involved with distributing their game via carriers. This book is ideally suited for readers who have some experience either in making games or in developing applications for cell phones, and who are comfortable with C++ and OpenGL's core features.
OpenGL ES Game Development provides an in-depth look into the new OpenGL ES standard and what the new embedded systems graphics library will provide for game developers. It compares OpenGL ES to OpenGL, EGL (the new standard windowing APIs for OpenGL ES), game development, and platforms that are currently available. It also provides coverage of the problems involved in mobile game development with OpenGL ES. Additional coverage includes an overview of fixed point math and other areas of cell phone limitation that game developers need to consider before they write mobile games. The authors walk the reader through the steps required to develop a game on multiple mobile platforms, which is the process involved with distributing their game via carriers. This book is ideally suited for readers who have some experience either in making games or in developing applications for cell phones, and who are comfortable with C++ and OpenGL's core features.
1. Introduction 2. The EGL Interface 3. OpenGL ES 4. A Fixed-Point Math Primer 5. Developing OpenGL ES Games 6. Limitations of the Medium 7. Audio for Mobile Devices 8. 3D Game Engines for Mobile Devices 9. The Future 10. Mobile Business Model
Erscheint lt. Verlag | 16.10.2004 |
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Zusatzinfo | Illustrations |
Sprache | englisch |
Maße | 185 x 229 mm |
Gewicht | 658 g |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
ISBN-10 | 1-59200-370-2 / 1592003702 |
ISBN-13 | 978-1-59200-370-9 / 9781592003709 |
Zustand | Neuware |
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