Cover image for OpenGL ES Game Development.
OpenGL ES Game Development.
Title:
OpenGL ES Game Development.
Author:
Astle, Dave.
Personal Author:
Physical Description:
1 online resource (319 pages)
Contents:
Contents -- Chapter 1 Introduction -- What You'll Learn -- What You Should Know -- Code Samples -- Obtaining OpenGL ES -- Contacting the Authors -- Chapter 2 The EGL Interface -- Introduction to EGL -- EGL Data Types -- Setting Up EGL -- Cleaning Up EGL -- EGL Error Handling -- EGL Extensions -- Using EGL with BREW -- Steps to Using EGL with BREW -- Using EGL with Windows CE -- Steps to Using EGL with Windows CE -- Comparing EGL with Other Windowing APIs -- Comparing EGL with GLX -- Comparing EGL with WGL -- Summary -- Chapter 3 OpenGL ES -- Introducing OpenGL ES -- OpenGL ES 1.0 Specification and Profiles -- OpenGL versus OpenGL ES -- Geometry Specification -- Transformations -- Materials and Lighting -- Clipping and Culling -- Points, Lines, and Polygons -- Imaging -- Texturing -- Fog -- Per-Fragment Operations -- Framebuffer Operations -- State Querying -- Everything Else -- Other OpenGL Features -- OpenGL ES Extensions -- Core Additions -- Required Extensions -- Optional Extensions -- Samples -- Recommended Reading -- Summary -- Chapter 4 A Fixed Point Math Primer -- Introduction -- Principles of Fixed Point Mathematics -- Changing Q Factors -- Addition and Subtraction -- Multiplication -- Division -- Square Root -- Trigonometric Functions -- Sine and Cosine Using Look-Up Tables -- Calculating Trigonometric Functions Algorithmically -- Summary -- Chapter 5 Developing OpenGL ES Games -- Overview -- From Console to Mobile -- A Few CPU Side Performance Tips -- Memory and Storage Capacity -- Creating the Art Assets -- Optimizing Your Game for the Graphics Pipeline -- Knowing Your Data Types -- Organizing the Vertices -- Vertex Buffer Objects for Even More Speed -- Only Draw What Can Be Seen -- Minimize Render State Changes -- Running at a Constant Frame Rate -- Handling Different Screen Resolutions -- Geometry and Texture Animation.

Geometry Animation -- Texture Animation -- What About 2D Games? -- Summary -- Chapter 6 Limitations of the Medium -- Introduction -- Most Common Limitations -- Getting To Know Your Platform -- The ATI IMAGEON™ 2300 Series 3D Graphics Processor -- Optimizing Games for OpenGL ES Hardware -- The 3D Graphics Pipeline -- The Optimization Process and Limitations -- Where to Begin? -- CPU and Memory Transfer Limitations -- Geometry Storage Limitations -- Geometry Processing Limits -- Rasterizer/Pixel Fill Limitations -- Fragment Processing Limitation -- Texture Limitations -- Pixel Ops Limitations -- ATI OpenGL ES Extensions -- A Quick Hardware Case Study: MotoGP2 Demo -- OpenGL ES Development Platforms -- The ATI Development Platform -- The QUALCOMM Development Platform -- A Software View of 3D Graphics -- Performance Suggestions for OpenGL ES Software Implementations -- Standard Memory Layouts -- Low- to Mid-range Multimedia Phones -- Mid-range Multimedia Phones -- High-end Multimedia Phones -- Network Data Rates -- 1X Phones -- UMTS/WCDMA Phones -- DO (Data Only) Phones -- Bluetooth® -- Summary -- Chapter 7 Audio for Mobile Devices -- Introduction to Mobile Audio -- Communication -- Selection of an Audio Producer -- Quality Control -- Mobile Audio Production -- MIDI Production vs. Digital Audio Production -- Production Methods -- Preproduction -- Production -- Testing -- Porting -- Testing Again -- Tones, Beeps, Rings, Vibration -- MIDI Files -- Compressed Audio Files -- Brew Audio Formats and Capabilities -- A Simple Brew Audio Example -- The Future of Mobile Audio -- Resources -- Key Terms Used in Mobile Audio Production -- Chapter 8 3D Game Engines for Mobile Devices -- X-Forge® -- X-Forge2 -- Capabilities -- Recent X-Forge Game Titles -- X-Forge Unveiled -- Supported Platforms -- X-Forge Development Environment -- X-Forge Licensing.

Contact Information -- Swerve™ -- Swerve Client SR -- Swerve Client ES -- Recent Swerve Game Titles -- Swerve Capabilities -- Supported Platforms -- Toolsets, Development Environment -- Getting Started with Swerve on BREW -- Getting Started with Swerve on WinCE -- Contact Information -- Mascot Capsule V4 -- Capabilities -- Recent V4 Game Titles -- Content Development Tools -- Tips and Tricks -- Licensing -- Chapter Summary -- Chapter 9 The Future -- OpenGL ES 1.1 -- Geometry Specification -- Buffer Objects -- Clipping and Culling -- Points, Lines, and Polygons -- Texturing -- Fog -- Fragment Operations -- Everything Else -- Querying State -- OpenGL ES 1.1 Extensions -- Beyond 1.1 -- Summary -- Chapter 10 The Mobile Business Model -- A Growing Market -- Big Names, Evolving Convergence -- Game Ecosystem Dynamics and Distribution -- Getting Started in Wireless -- Summary -- Appendix A: Using the CD -- Sample Code -- Brew OpenGL ES Examples -- ATI OpenGL ES Examples for Windows -- Sample Audio Files -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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