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Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 Paperback – January 30, 2012
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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.
Top Customer Reviews
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.
There are other kits out there that are easier for beginners.
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.
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.
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.
Most Recent Customer Reviews
Doesn't tell you how to design a game engine but after you get an engine like sio2 and a library then you can use opengl to link the graphics. Read morePublished 4 months ago by Amazon Customer
I am a Objective C dev. Mostly working with UIKit, Core Data and webservices. I was always fascinated with OpenGL for video games development. Read morePublished on April 19, 2014 by Max
This book teaches OpenGL using the author's own development kit. I'm very disappointed, I don't advise anyone buy this book if they are trying to learn OpenGL for Android or... Read morePublished on June 10, 2013 by Ashley
I don't have a lot of cash to throw away on custom SDK reference books, and that is what I have done. Read morePublished on March 3, 2013 by Quintin John Balsdon
Let me start by saying I AM LOVING THIS BOOK... read on for the fine print!
I am just starting out with openGL and my objective was to learn how it works as deep as... Read more
At a price point of $25 to $30, it is fairly priced. I think the list price is too high for what you get. It is one of the thinnest wrox texts I have come across at only 286 pages. Read morePublished on August 17, 2012 by Dr Mike
When my kids told me I received a package from Amazon, I was shocked at how thin this book was.
At the time, the fan-boy reviews had this at a 4+ star rating so I didn't... Read more
This is an area of programming I have wanted to get more experience with for quite some time. I am interested in building responsive graphical applications/games for delivery on... Read morePublished on August 9, 2012 by J. Monty
Personally, I've gotten tired of getting game design books full of "theory" that just talk about how things might be possible... Read morePublished on August 6, 2012 by Scott L