Develop 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.
WHO THIS BOOK IS FOR
Be aware that this is not a beginner book. It is an intermediate-level book that assumes you
are familiar with linear algebra (matrices, vectors, and quaternions), you have a strong C/C++
programming background, you have at least touched base with OpenGL or OpenGL ES, and you
basically know how computer graphics work in general.
If you have this necessary knowledge, and want to make lightning-fast progress in game and
graphics programming, then you have found the right publication.
This book shows how to build complete 2D and 3D games with all essential components
from scratch; shapes, image effects, animation, 3D model creation and use,
graphics math, collision detection, 3D audio, split-screen, and networked games. All
code examples are presented in an easy-to-follow, step-by-step format. This book
targets development for the PC and Xbox 360 and introduces development for the
There is a revolution happening in the technology industry. Touchscreen interfaces,
combined with low-cost and ubiquitous smartphones, have created a perfect storm
for disruptive innovation. Android is at the forefront of this change, bringing a free
and open-source platform on which developers can create the next generation of
applications. With free development tools and an open market, anyone can develop
applications that reach a worldwide market. But why choose to develop for Android?
The X is the dominant window system under Unix, and X servers are available for Microsoft Windows, thus enabling graphics over a network in the PC world. This book provides an overview of the X Window System, focusing on characteristics that have significant impact on the development of both application programs and widgets. It pays special attention to applications that go beyond graphical user interfaces (GUIs), such as visualization and imaging programs; issues affecting video games; and designing widgets with a complex appearance.
Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.
When students at MIT competed against each other in the first real-time graphical computer
game Spacewar in 1962 (Graetz 1981), probably none of them could have dreamt how
realistic and complex computer games would develop to be in four decades and how large
a business would grow around them. Commercial arcade games such as Pong and Space
Invaders arrived in the 1970s, and home computers brought computer games within the
reach of all enthusiasts in the 1980s.
When I finished my first degree in law back in 1993, I was very proud and a little bit
exhausted from the long learning period. So I decided to relax by playing a new game by
NovaLogic called Comanche.
I started the night of January 11th and finished about three days later with only a few hours
of sleep. With the new experience in my head, I decided to start computer game programming.
My goal was to program a terrain engine like Comanche. My then-girlfriend—now
wife—looked a little bit confused when a young, recently-graduated lawyer told her that
was going to be a game programmer....
Virtual Reality is clearly interdisciplinary research area. It has, not only Information
Technology importance but social, educational, economical importance too. It
combines multiple disciplines for the development of virtual reality systems in which
the user has the immersive feeling of being in the real world. Virtual reality has several
applications in almost all fields of real life. The most typical fields for the application
of virtual reality are health-care, engineering and game industry....
When you get down to it, programming video games is just about lighting up pixels to make pretty pictures appear on the screen in response to keyboard and mouse input. And there are very few things that are as fun. This book will teach you how to make graphical computer games in the Python programming language using the Pygame library. This book assumes you know a little bit about Python or programming in general. If you don’t know how to program, you can learn by downloading the free book ―Invent Your Own Computer Games with Python‖ from http://inventwithpython.com. Or you...
Welcome to the exciting world of 3D graphics creation with DirectX 9! "Beginning DirectX 9" is your introductory guide to creating realistic virtual worlds and characters for games. This true beginners guide offers easy-to-follow instructions for getting your first DirectX program up and running. Then its on to 3D concepts and Direct3D as you use DirectX 9 to begin designing and building your own 3D worlds. Expand your DirectX knowledge with an introduction to sound processing with DirectSound and user input with DirectInput.
AT THIS POINT, you’re probably asking yourself, “Why should I learn another language? Why not use
C++?” (or VB or Java or whatever your preferred language is). At least, you were probably asking
yourself that before you bought the book.
Languages are a little bit like power tools. Each tool has it’s own strengths and weaknesses. Though I
could use my router to trim a board to length, it would be much easier if I used a miter saw. Similarly, I
could use a language like LISP to write a graphics-intensive game, but it would probably be easier to
Android 3.0 Animation, a Beginner's Guide, will introduce each of the most popular
animation techniques to you as an Android developer. Using step-by-step instructions,
you will learn how to create interactive dynamic forms, moving graphics, and 3D motion.
You will be taken on a journey from simple stop motion animations and fades through to
moving input forms, and then on to 3D motion and game graphics. In this book we will
create standalone animated graphics, three-dimensional lifts, fades, and spins.
Functional and flexible, this guide takes an objects-first approach to Java programming and problem using games and puzzles. Updated to cover Java version 1.5 features, such as generic types, enumerated types, and the Scanner class. Offers independent introductions to both a command-line interface and a graphical user interface (GUI). Features coverage of Unified Modeling Language (UML), the industry-standard, object-oriented design tool. Illustrates key aspects of Java with a collection of game and puzzle examples. Instructor and Student resources available online.
It seems an obvious question to ask at the beginning of an HLSL and shader book; what
exactly is a shader? It’s a small program or algorithm written explicitly to run on a
computer Graphics Processing Unit (GPU). It provides a way for developers to extend
the rendering capabilities of the GPU. Any program that works closely with graphics will
benefit from using shaders. The video game industry spins off custom shaders by the
thousands, they are as vital to game projects as business entity classes are to line of