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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 von [Marucchi-Foino, Romain]
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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 Kindle Edition

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Länge: 308 Seiten Verbesserter Schriftsatz: Aktiviert PageFlip: Aktiviert
Sprache: Englisch

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Produktbeschreibungen

Kurzbeschreibung

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 2.0 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.

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Learn how to build games with stunning graphics
 
Striking the ideal balance between aesthetics and functionality to create a state-of-the-art game is no small feat. That's where this book comes in. If you have a decent C/C++ programming background and a basic understanding of computer graphics, you'll find that this invaluable resource includes everything you need to know in order to make quick work of creating a full-fledged game. Successful game engine developer Romain Marucchi-Foino covers all aspects of creating a game, such as loading complex geometries and textures; handling GLSL materials, sounds, cameras, and clippings; physics; pathfinding and AI; post-processing effects; real-time lighting and shadowing; working with skeletal animations; and much more. Before you know it, you'll be able to apply the knowledge you've gained from this book to create your own sophisticated game.
 
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0:
* Brings awareness to the powerful potential of OpenGL ES 2.0 in game programming
* Includes helpful tutorials and real-world mobile apps to give you a deeper understanding of what works in programming
* Demonstrates how to work with OpenGL features, including geometry, shaders, lighting, special effects, character animation, and more
* Addresses real-time physics, pathfinding, and optimization
* Zeroes in on audio and other cool and unique game programming possibilities
 
Wrox guides are crafted to make learning programming languages and technologies easier than you think. Written by programmers for programmers, they provide a structured, tutorial format that guides you through all the techniques involved.
 
wrox.com Programmer Forums
 
Join our Programmer to Programmer forums to ask and answer programming questions about this book, join discussions on the hottest topics in the industry, and connect with fellow programmers from around the world.
 
Code Downloads
 
Take advantage of free code samples from this book, as well as code samples from hundreds of other books, all ready to use.
 
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Find articles, ebooks, sample chapters, and tables of contents for hundreds of books, and more reference resources on programming topics that matter to you.

Produktinformation

  • Format: Kindle Edition
  • Dateigröße: 3685 KB
  • Seitenzahl der Print-Ausgabe: 308 Seiten
  • Verlag: Wrox; Auflage: 1 (18. Januar 2012)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • ASIN: B0070D83W2
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Word Wise: Nicht aktiviert
  • Screenreader: Unterstützt
  • Verbesserter Schriftsatz: Aktiviert
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen 1 Kundenrezension
  • Amazon Bestseller-Rang: #592.427 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

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Genau das Buch welches einem die nächsten Schritte zeigt, nachdem man die Basics schon kennt. Mit Code einfach alles Super
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Amazon.com: 3.3 von 5 Sternen 23 Rezensionen
64 von 67 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Completely misleading 1. März 2012
Von W. Wright - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
This book is completely misleading. Instead of "Game and Graphics Programming with iOS and Android with OpenGL ES 2.0", it SHOULD have been called "Game and Graphic Programming with the Author's Own SDK".

If you are looking to learn OpenGL as the title would imply, this is NOT the book for you. The author does an OK job of teaching you how to use his SDK, but that's not what you are lead to believe the book is about. Even the back cover does not say so. In fact, the back cover also implies things such as "...handling GLSL materials, sounds, cameras, and clippings..." While in the book, o page 14, the author states "Because the purpose of this book is to present you with a straightforward approach to implementing the different elements of a game and graphics engine, I will not go into detail about the specifics of the GLSL ES language".

The projects and examples in the book start by telling you to copy a generic template he provides with the downloadable code, which might be OK if he at least once went through how to set up and use OpenGL natively, WITHOUT his SDK. The book itself would be a good companion to his SDK, but I don't like being mislead, which I feel the author did with the title and content of the book.
14 von 14 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Bad Title - Not OpenGL 2 19. Dezember 2012
Von Talung - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
I basically never even got through the first chapter and could see that this book is not about programming OpenGL 2.0, but about using the authors graphics kit written in c++. In order to use this with Android you need to jump through hoops.

There are other kits out there that are easier for beginners.

Really dissapointed.
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great approach from serious mobile game developers 30. Juli 2012
Von Philipp Hertel - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
This book presents a game engine that is written in C++ which can be used without modifications on both Android and iOS. While OpenGL ES 2.0 is similar on both Android and iOS, a developer who wants to release an app on both platforms usually has to write all of the controlling logic for a game twice, once in Java and once in Objective-C. This can be a lot of work since this logic can include everything from AI, to a physics engine, all the way through to the parsing and loading of resource files. Your ability to develop a superb game on two platforms that use different languages is usually severely hamstrung by the need to maintain both copies of your code. It is hard to keep them from diverging from each other while still following Java's Objective-C's best practices, which differ from one another greatly.

The approach used in this book saves you from that nightmare because its SDK is platform independent. The book goes into some basics about graphics and game development but it is not the best resource for learning the nitty gritty of how, for example a physics engine works. Instead it shows how you can use the platform independent engine provided in the book's SDK to build a feature-rich game. Once the book has got you oriented you can dive deeply into the SDK's source code to understand how to structure code that can work on both iOS and Android. You can also learn a lot of game development details from the source code.

From an engineering point of view, this book's value extends far beyond game and graphics programming because you can use it's C++ based platform independent approach to write other complex libraries as well. For example if you want to open a complex file format that involves a couple thousand lines of code to parse or if you want to do some complex image processing, using this approach you need only write the code once. This will save you lots of time if you are serious about building apps for both iOS and Android.

I would recommend this book for:
a) Serious engineers who want to learn about building a C++ library that can be used on both Android and iOS with no modifications.
b) Beginners who just want to get something up and running quickly since the provided SDK does most of the heavy lifting.

I would not recommend this book for intermediate developers who are more interested in things such as the detailed syntax of the OpenGL ES 2.0 Shader Language or how to build their own physics engine. But I would still recommend they get this book n order to learn how to code in a platform independent way on Android and iOS.
1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Excellent resource for experienced developers 28. Februar 2012
Von Mike Ramsey - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
This book is an excellent resource to some of the components that a functional game engine are comprised of.

The included code library works great on my Android development environment - targeting both a Sony Tablet S and other ES 2.0 compatible devices. The common code library documented by this book also includes some of the typical utilitarian code that you don't want to write - wrappers for the file system, a basic threading system, etc. A lot of the book and code is dedicated to the graphics side of game programming, with nice advanced coverage of how to get going on shaders, shadows, post-processing effects and lighting. There is a nice little chapter on integrating the bullet physics library as well.

If you know the kind of a game you want to build and don't want to be held back by existing architectural decisions, then this book and included codebase are a great place to start building that game.

What's missing from this book? A lot of the sections make pretty sweeping assumptions on ones background, there really is no coverage of exporting assets - a section on Blender and how to expeditiously model and rig a simple character and then get it in engine would have been helpful (especially since this book is targeted at programmers and that would serve as a common base to direct the books dialogue wrt importing/exporting, this would have been helpful since there are specific techniques to exporting that vary between modeling packages), and finally a simple game that ties together the aspects of game development into one package. Ideally, the sample game could be just the skeletal demo (the Bob md5 rig), with a physics character proxy, under player control, in the maze (included w/the sample sdk), and maybe a basic enemy chasing the player. This little sample would have tied all the components into one neat little package for the reader. Inconjunction with this book I would recommend the openGL ES 2.0 reference, Real Time Rendering 3rd edition, and I'd print out the bullet reference guide, and the md5 spec.
And if you're new to game engine programming - grab a copy of Game Engine Architecture.

If you're on the fence about this book, don't be - it's a valuable asset w/a codebase you can build off of.
5.0 von 5 Sternen A good intro to openGL concepts. A 3D game engine free. 20. April 2014
Von Max - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I am a Objective C dev. Mostly working with UIKit, Core Data and webservices. I was always fascinated with OpenGL for video games development. I have experience with another 2D only game engine but I have no real experience with OpenGL. I was looking for a 3D engine to play around with. I haven't got very far in the book but I can vouch for the reliability of this SDK on IOS. It was released a couple of years ago and it still works like a charm on iOS7. It's a good crash course in GPU level programming because it introduces you to a lot of important concepts like shaders, uniform variables, projection matrices etc. U have to hang on though because the author does not go into details about the technicals of OpenGL. He does however do a good job at explaining how his SDK works in relationship to OpenGL. I haven't covered enough of the book to say wether u can make a full fledged 3D game for the AppStore using his source code but so far I am hopeful and I don't regret buying this.
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