OpenGL ES Game Development

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

Author(s): Dave Astle
Series: Premier Press Game Development
Year: 2004

Language: English

Contents
Chapter 1 Introduction
What You'll Learn
What You Should Know
Code Samples
Obtaining OpenGL ES
Contacting the Authors
Chapter 2 The EGL Interface
Introduction to EGL
EGL Data Types
Setting Up EGL
Cleaning Up EGL
EGL Error Handling
EGL Extensions
Using EGL with BREW
Steps to Using EGL with BREW
Using EGL with Windows CE
Steps to Using EGL with Windows CE
Comparing EGL with Other Windowing APIs
Comparing EGL with GLX
Comparing EGL with WGL
Summary
Chapter 3 OpenGL ES
Introducing OpenGL ES
OpenGL ES 1.0 Specification and Profiles
OpenGL versus OpenGL ES
Geometry Specification
Transformations
Materials and Lighting
Clipping and Culling
Points, Lines, and Polygons
Imaging
Texturing
Fog
Per-Fragment Operations
Framebuffer Operations
State Querying
Everything Else
Other OpenGL Features
OpenGL ES Extensions
Core Additions
Required Extensions
Optional Extensions
Samples
Recommended Reading
Summary
Chapter 4 A Fixed Point Math Primer
Introduction
Principles of Fixed Point Mathematics
Changing Q Factors
Addition and Subtraction
Multiplication
Division
Square Root
Trigonometric Functions
Sine and Cosine Using Look-Up Tables
Calculating Trigonometric Functions Algorithmically
Summary
Chapter 5 Developing OpenGL ES Games
Overview
From Console to Mobile
A Few CPU Side Performance Tips
Memory and Storage Capacity
Creating the Art Assets
Optimizing Your Game for the Graphics Pipeline
Knowing Your Data Types
Organizing the Vertices
Vertex Buffer Objects for Even More Speed
Only Draw What Can Be Seen
Minimize Render State Changes
Running at a Constant Frame Rate
Handling Different Screen Resolutions
Geometry and Texture Animation
Geometry Animation
Texture Animation
What About 2D Games?
Summary
Chapter 6 Limitations of the Medium
Introduction
Most Common Limitations
Getting To Know Your Platform
The ATI IMAGEON™ 2300 Series 3D Graphics Processor
Optimizing Games for OpenGL ES Hardware
The 3D Graphics Pipeline
The Optimization Process and Limitations
Where to Begin?
CPU and Memory Transfer Limitations
Geometry Storage Limitations
Geometry Processing Limits
Rasterizer/Pixel Fill Limitations
Fragment Processing Limitation
Texture Limitations
Pixel Ops Limitations
ATI OpenGL ES Extensions
A Quick Hardware Case Study: MotoGP2 Demo
OpenGL ES Development Platforms
The ATI Development Platform
The QUALCOMM Development Platform
A Software View of 3D Graphics
Performance Suggestions for OpenGL ES Software Implementations
Standard Memory Layouts
Low- to Mid-range Multimedia Phones
Mid-range Multimedia Phones
High-end Multimedia Phones
Network Data Rates
1X Phones
UMTS/WCDMA Phones
DO (Data Only) Phones
Bluetooth®
Summary
Chapter 7 Audio for Mobile Devices
Introduction to Mobile Audio
Communication
Selection of an Audio Producer
Quality Control
Mobile Audio Production
MIDI Production vs. Digital Audio Production
Production Methods
Preproduction
Production
Testing
Porting
Testing Again
Tones, Beeps, Rings, Vibration
MIDI Files
Compressed Audio Files
Brew Audio Formats and Capabilities
A Simple Brew Audio Example
The Future of Mobile Audio
Resources
Key Terms Used in Mobile Audio Production
Chapter 8 3D Game Engines for Mobile Devices
X-Forge®
X-Forge2
Capabilities
Recent X-Forge Game Titles
X-Forge Unveiled
Supported Platforms
X-Forge Development Environment
X-Forge Licensing
Contact Information
Swerve™
Swerve Client SR
Swerve Client ES
Recent Swerve Game Titles
Swerve Capabilities
Supported Platforms
Toolsets, Development Environment
Getting Started with Swerve on BREW
Getting Started with Swerve on WinCE
Contact Information
Mascot Capsule V4
Capabilities
Recent V4 Game Titles
Content Development Tools
Tips and Tricks
Licensing
Chapter Summary
Chapter 9 The Future
OpenGL ES 1.1
Geometry Specification
Buffer Objects
Clipping and Culling
Points, Lines, and Polygons
Texturing
Fog
Fragment Operations
Everything Else
Querying State
OpenGL ES 1.1 Extensions
Beyond 1.1
Summary
Chapter 10 The Mobile Business Model
A Growing Market
Big Names, Evolving Convergence
Game Ecosystem Dynamics and Distribution
Getting Started in Wireless
Summary
Appendix A: Using the CD
Sample Code
Brew OpenGL ES Examples
ATI OpenGL ES Examples for Windows
Sample Audio Files
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z