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Android Game Programming By Example

You're reading from   Android Game Programming By Example Harness the power of the Android SDK by building three immersive and captivating games

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Product type Paperback
Published in Jun 2015
Publisher
ISBN-13 9781785280122
Length 388 pages
Edition 1st Edition
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Author (1):
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John Horton John Horton
Author Profile Icon John Horton
John Horton
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Table of Contents (13) Chapters Close

Preface 1. Player 1 UP FREE CHAPTER 2. Tappy Defender – First Step 3. Tappy Defender – Taking Flight 4. Tappy Defender – Going Home 5. Platformer – Upgrading the Game Engine 6. Platformer – Bob, Beeps, and Bumps 7. Platformer – Guns, Life, Money, and the Enemy 8. Platformer – Putting It All Together 9. Asteroids at 60 FPS with OpenGL ES 2 10. Move and Draw with OpenGL ES 2 11. Things That Go Bump – Part II Index

Chapter 9. Asteroids at 60 FPS with OpenGL ES 2

Welcome to the final project. Over the course of the next three chapters, we will build an Asteroids-like game using the OpenGL ES 2 graphics API. If you are wondering exactly what OpenGL ES 2 is, then we will discuss the details later in this chapter.

We will build a very simple but fun and challenging game, where we can draw and animate hundreds of objects at a time, even on quite old Android devices.

With OpenGL, we will take our drawing efficiency to a much higher level, and with some not-too-tricky math, our movement and collision detection will be greatly enhanced compared to our previous projects.

By the end of this chapter, we will have a basic working OpenGL ES 2 engine drawing our simple but temporarily static spaceship to the screen; at 60 FPS or higher.

Tip

If you have never seen or played the '80s arcade hit (released in November 1979) Asteroids, why not go and check out a clone of it or a video now?

Free web game at...

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