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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

Introducing OpenGL ES 2


OpenGL ES 2 is the second major version of the Open Graphics Library (OpenGL) for embedded systems. It is the mobile incarnation of OpenGL for desktop systems.

Why use it and how does it work?

OpenGL runs as a native process, not on the Dalvik virtual machine like the rest of our Java. This is one of the reasons it is super fast. The OpenGL ES API takes away all of the complexity of interacting with native code, and OpenGL itself also provides very efficient and fast algorithms within its native code base.

The first version of OpenGL was completed in 1992. The point is that even back then OpenGL used arguably the most efficient code and algorithms to draw graphics. Now, more than 20 years on, it has been continually refined and improved as well as adapted to work with the latest graphics hardware, both mobile and desktop. All the mobile GPU manufacturers specifically design their hardware to be compatible with the latest version of OpenGL ES.

Trying to improve on OpenGL...

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