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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 Paperback – January 30, 2012

3.3 out of 5 stars 23 customer reviews

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Editorial Reviews

From the Back Cover

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.

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About the Author

Romain Marucchi-Foino is the original author and founder of the popular mobile game engine SIO2. Formerly a desktop game engine developer, Romain is currently the lead 3D engine programmer for sio2interactive.com, the official developer of the SIO2 Engine, which powers thousands of games and 3D applications throughout the App Store and the Android market.

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Product Details

  • Paperback: 308 pages
  • Publisher: Wrox; 1 edition (January 30, 2012)
  • Language: English
  • ISBN-10: 1119975913
  • ISBN-13: 978-1119975915
  • Product Dimensions: 7.4 x 0.6 x 9.2 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon Best Sellers Rank: #1,332,115 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By W. Wright on March 1, 2012
Format: Paperback Verified Purchase
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.
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Format: Kindle Edition Verified Purchase
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.
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This book covers iOS and Android development and gives a pretty decent game engine to program along with the book. It starts out with rendering a quad and goes pretty quickly from there explaining 2D and 3D projections, physics, effects, lighting, model loading, building a scene, skeletal animation and sound. It's not total hand holding, but it's enough to get you there and the book isn't an overwhelming 600 pages of bloat. Instead, 286 pages which is more in line with what I have time for.

Most importantly, if you're an Android developer programming in the Windows environment, then this book will probably make you want to switch to Linux or Mac OSX. That's not such a bad thing as I learned after banging my head against the wall for a day or two.

I chose Mac OSX since that's what the author is using. Yes, I could have figured it all out on Windows, but a Unix style OS is the easiest place to write your NDK apps and when I port them to iOS it won't be such a headache.

Second, the instructions to help set up your environment using Eclipse, ADB, CDT, NDK, Sequoyah are a little sparse, but there are already a hundred tutorials out there on blogs and You Tube so it's good the author didn't tire out on that kind of thing.

Third, the code isn't perfect, but with the amount of free code you're getting here, you should invest some time to figure out what's wrong and fix it yourself. I'm truly learning with this book and I don't mind a problem here and there if it's something easy enough to solve.

Are these issues enough to detract from the overall usefulness of the book? In my opinion, no. I really like this book.

I recommend purchasing OpenGL® ES 2.0 Programming Guide to go along with this book and you should be on your way to writing games for the mobile marketplace in no time.
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Format: Paperback Vine Customer Review of Free Product ( What's this? )
This is a comparatively short book (about a half-inch thick, ~280 pages) which consists of a series of step-by-step programming tutorials that are applicable to graphics/game programming.

However as other reviewers have noted, the code is written using an abstraction layer provided by the author (his "SDK" which turns out to be a lightweight game engine called GFX 3D) so while I found it an interesting tutorial and a good introduction to concepts that will be applicable to any modern graphics programming system, I didn't really feel that the book told me very much about OpenGL per se. If the book had been called "Programming for Windows Phone with DirectX" I'm not sure how I would tell the difference.

A better title for the book would have been "Cross platform Game and Graphics programming for Android and iOS using GFX 3D".

Now, having said that, modern graphics APIs like OpenGL can be fiendishly complex, and also much lower-level than a beginning programmer would like (thus making any Hello World program ridiculously complex) so it's very hard to write a good (i.e. short) introduction to these systems that does anything actually useful, and certainly not one that's fully cross-platform.

So they lose a star for not being clearer as to what the book was going to offer, but if you're looking for a practical graphics programming introduction and you don't have prior experience with any of these systems, then you could do a lot worse than to start with this book, especially if your goal is to get programming and not actually have to spend a huge amount of time learning the OpenGL API.

G.
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The code samples for Android are confusing, and not well documented

Recommend instead,
OpenGL ES 2.0 Programming Guide by Aaftab Munshi,

He provides good quality programming examples, on his web site.
Seem a lot clearer.

I was confused by this book

They must make more effort to provide better quality clear code samples.
Which are well documented.

Its a tough topic, and without good code examples, you are toast.
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