Learning OpenGL ES for iOS

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Author :
Publisher : Addison-Wesley
ISBN 13 : 0132478927
Total Pages : 698 pages
Book Rating : 4.1/5 (324 download)

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Book Synopsis Learning OpenGL ES for iOS by : Erik Buck

Download or read book Learning OpenGL ES for iOS written by Erik Buck and published by Addison-Wesley. This book was released on 2012-07-31 with total page 698 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get Started Fast with Modern OpenGL ES Graphics Programming for iPhone, iPod touch, and iPad OpenGL ES technology underlies the user interface and graphical capabilities of Apple’s iPhone, iPod touch, and iPad–as well as devices ranging from video-game consoles and aircraft-cockpit displays to non-Apple smartphones. In this friendly, thorough introduction, Erik M. Buck shows how to make the most of Open GL ES in Apple’s iOS environment. This highly anticipated title focuses on modern, efficient approaches that use the newest versions of OpenGL ES, helping you avoid the irrelevant, obsolete, and misleading techniques that litter the Internet. Buck embraces Objective-C and Cocoa Touch, showing how to leverage Apple’s powerful, elegant GLKit framework to maximize your productivity, achieve tight platform integration, and deliver exceptionally polished apps. If you’ve written C or C++ code and know object-oriented programming basics, this title brings together everything you need to fully master OpenGL ES graphics for iOS–including downloadable examples specifically designed to jumpstart your own projects. Coverage includes • Understanding core OpenGL ES computer graphics concepts and iOS graphics architecture • Integrating Cocoa Touch with OpenGL ES to leverage the power of Apple’s platform • Creating textures from start to finish: opacity, blending, multi-texturing, and compression • Simulating ambient, diffuse, and specular light • Using transformations to render 3D geometric objects from any point of view • Animating scenes by controlling time through application logic • Partitioning data to draw expansive outdoor scenes with rolling terrain • Detecting and handling user interaction with 3D geometry • Implementing special effects ranging from skyboxes to particles and billboards • Systematically optimizing graphics performance • Understanding the essential linear algebra concepts used in computer graphics • Designing and constructing a complete simulation that incorporates everything you’ve learned

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119976278
Total Pages : 329 pages
Book Rating : 4.1/5 (199 download)

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Book Synopsis Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 by : Romain Marucchi-Foino

Download or read book Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 written by Romain Marucchi-Foino and published by John Wiley & Sons. This book was released on 2012-01-18 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps.

iPhone 3D Programming

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1449390625
Total Pages : 442 pages
Book Rating : 4.4/5 (493 download)

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Book Synopsis iPhone 3D Programming by : Philip Rideout

Download or read book iPhone 3D Programming written by Philip Rideout and published by "O'Reilly Media, Inc.". This book was released on 2010-05-03 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does it take to build an iPhone app with stunning 3D graphics? This book will show you how to apply OpenGL graphics programming techniques to any device running the iPhone OS -- including the iPad and iPod Touch -- with no iPhone development or 3D graphics experience required. iPhone 3D Programming provides clear step-by-step instructions, as well as lots of practical advice, for using the iPhone SDK and OpenGL. You'll build several graphics programs -- progressing from simple to more complex examples -- that focus on lighting, textures, blending, augmented reality, optimization for performance and speed, and much more. All you need to get started is a solid understanding of C++ and a great idea for an app. Learn fundamental graphics concepts, including transformation matrices, quaternions, and more Get set up for iPhone development with the Xcode environment Become familiar with versions 1.1 and 2.0 of the OpenGL ES API, and learn to use vertex buffer objects, lighting, texturing, and shaders Use the iPhone's touch screen, compass, and accelerometer to build interactivity into graphics applications Build iPhone graphics applications such as a 3D wireframe viewer, a simple augmented reality application, a spring system simulation, and more

Learn OpenGL ES

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Author :
Publisher : Apress
ISBN 13 : 1430250542
Total Pages : 209 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Learn OpenGL ES by : Prateek Mehta

Download or read book Learn OpenGL ES written by Prateek Mehta and published by Apress. This book was released on 2013-09-24 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing

OpenGL Insights

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Author :
Publisher : CRC Press
ISBN 13 : 1439893764
Total Pages : 715 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis OpenGL Insights by : Patrick Cozzi

Download or read book OpenGL Insights written by Patrick Cozzi and published by CRC Press. This book was released on 2012-07-23 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

OpenGL ES 3.0 Programming Guide

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0133440125
Total Pages : 570 pages
Book Rating : 4.1/5 (334 download)

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Book Synopsis OpenGL ES 3.0 Programming Guide by : Dan Ginsburg

Download or read book OpenGL ES 3.0 Programming Guide written by Dan Ginsburg and published by Addison-Wesley Professional. This book was released on 2014-02-28 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL ® ES TM is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL® ESTM 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.

Learn OpenGL ES

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Author :
Publisher : Apress
ISBN 13 : 1430250534
Total Pages : 209 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Learn OpenGL ES by : Prateek Mehta

Download or read book Learn OpenGL ES written by Prateek Mehta and published by Apress. This book was released on 2013-08-29 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing What you’ll learn How to install and use OpenGL ES 2.0 on Android GLSL ES Fundamentals State Management Modeling 3D Objects Using Blender Using the Perl Mesh Parser Vertex Buffer Objects Using Color Masks sampler2D and samplerCube Uniforms Multi-Texturing Lambert Illumination Model Implementing the Lighting Equation Design, write, and build Tank Fence, an interactive 3D game Who this book is for Learn OpenGL ES is ideal for mobile game and interactive app developers who want to know more about the OpenGL ES engine and and use it to build more sophisticated, graphically-rich games and other apps. While the code is developed on Android, iOS developers will also find this book invaluable. Table of Contents1. Why OpenGL ES? 2. UI for games: Keep it simple 3. First Steps: Mobile Game App Development 4. 3D Modeling 5. Functions, Shading, Light Source and Objects 6. Carrying Further: Collision Detection

Pro OpenGL ES for iOS

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Author :
Publisher : Apress
ISBN 13 : 1430238410
Total Pages : 361 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Pro OpenGL ES for iOS by : Mike Smithwick

Download or read book Pro OpenGL ES for iOS written by Mike Smithwick and published by Apress. This book was released on 2012-02-25 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Pro OpenGL ES for iOS, you'll find out how to harness the full power of OpenGL ES, and design your own 3D applications by building a fully-functional 3D solar system model using Open GL ES! OpenGL has set the standard for 3D computer graphics, and is an essential aspect of iPhone, iPad, and iOS development. This book offers everything you need to know, from basic mathematical concepts to advanced coding techniques. You'll learn by building this fascinating 3D solar system simulator! After introducing OpenGL ES, Pro OpenGL ES for iOS explains the basics of 3D math and then orients you to the iOS-native 3D libraries you'll be using in your own 3D games and the solar system project you'll build using this book. Through the solar system example project, you'll learn how to incorporate a variety of graphic and animation techniques into your applications. You will also discover how the full spectrum of 3D development that awaits, with topics such as lighting, texture-mapping, modeling, shaders, blending modes, and several more advanced concepts. By the time you finish Pro OpenGL ES for iOS, you'll have learned all the skills you'll need to build your own incredible 3D applications, based on one of the most powerful 3D libraries available.

Learning iOS Game Programming

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Author :
Publisher : Pearson Education
ISBN 13 : 0321699521
Total Pages : 586 pages
Book Rating : 4.3/5 (216 download)

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Book Synopsis Learning iOS Game Programming by : Michael Daley

Download or read book Learning iOS Game Programming written by Michael Daley and published by Pearson Education. This book was released on 2010-09-03 with total page 586 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the launch of the App Store, games have been the hottest category of apps for the iPhone, iPod touch, and iPad. That means your best chance of tapping into the iPhone/iPad “Gold Rush” is to put out a killer game that everyone wants to play (and talk about). While many people think games are hard to build, they can actually be quite easy, and Learning iOS Game Programming is your perfect beginner’s guide. Michael Daley walks you through every step as you build a killer 2D game for the iPhone. In Learning iOS Game Programming, you’ll learn how to build a 2D tile map game, Sir Lamorak’s Quest: The Spell of Release (which is free in the App Store). You can download and play the game you’re going to build while you learn about the code and everything behind the scenes. Daley identifies the key characteristics of a successful iPhone game and introduces the technologies, terminology, and tools you will use. Then, he carefully guides you through the whole development process: from planning storylines and game play all the way through testing and tuning. Download the free version of Sir Lamorak’s Quest from the App Store today, while you learn how to build the game in this book. Coverage includes Planning high-level game design, components, and difficulty levels Using game loops to make sure the right events happen at the right time Rendering images, creating sprite sheets, and building basic animations Using tile maps to build large game worlds from small reusable images Creating fire, explosions, smoke, sparks, and other organic effects Delivering great sound via OpenAL and the iPhone’s media player Providing game control via iPhone’s touch and accelerometer features Crafting an effective, intuitive game interface Building game objects and entities and making them work properly Detecting collisions and ensuring the right response to them Polishing, testing, debugging, and performance-tuning your game Learning iOS Game Programming focuses on the features, concepts, and techniques you’ll use most often—and helps you master them in a real-world context. This book is 100% useful and 100% practical; there’s never been an iPhone game development book like it!

OpenGL Programming Guide

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 9780321552624
Total Pages : 885 pages
Book Rating : 4.5/5 (526 download)

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Book Synopsis OpenGL Programming Guide by : Dave Shreiner

Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Addison-Wesley Professional. This book was released on 2010 with total page 885 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL is a powerful software interface used to produce high-quality, computer-generated images and interactive applications using 2D and 3D objects, bitmaps, and color images. The OpenGL ® Programming Guide, Seventh Edition , provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.1. This seventh edition of the best-selling “red book” describes the latest features of OpenGL Versions 3.0 and 3.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques. This seventh edition has been updated to include the newest features of OpenGL Versions 3.0 and 3.1, including Using framebuffer objects for off-screen rendering and texture updates Examples of the various new buffer object types, including uniform-buffer objects, transform feedback buffers, and vertex array objects Using texture arrays to increase performance when using numerous textures Efficient rendering using primitive restart and conditional rendering Discussion of OpenGL's deprecation mechanism and how to verify your programs for future versions of OpenGL This edition continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Khronos OpenGL ARB Working Group, an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

OpenGL ES 2 for Android

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Author :
Publisher : Pragmatic Bookshelf
ISBN 13 : 1680504061
Total Pages : 518 pages
Book Rating : 4.6/5 (85 download)

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Book Synopsis OpenGL ES 2 for Android by : Kevin Brothaler

Download or read book OpenGL ES 2 for Android written by Kevin Brothaler and published by Pragmatic Bookshelf. This book was released on 2013-06-26 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you. This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more. Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market. OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.

Beginning iPhone Development with Swift 3

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Author :
Publisher : Apress
ISBN 13 : 1484222237
Total Pages : 790 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Beginning iPhone Development with Swift 3 by : Molly Maskrey

Download or read book Beginning iPhone Development with Swift 3 written by Molly Maskrey and published by Apress. This book was released on 2016-11-17 with total page 790 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your very own apps for the latest iOS devices. You'll start with the basics, and then work your way through the process of downloading and installing Xcode and the iOS 10 SDK, and then guides you though the creation of your first simple application. Assuming little or no working knowledge of the Swift programming language, and written in a friendly, easy-to-follow style, Beginning iPhone Development with Swift 3 offers a comprehensive course in iPhone and iPad programming. In this third edition of the best-selling book, you’ll learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. Every single sample app in the book has been rebuilt from scratch using the latest Xcode and the latest iOS 10-specific project templates, and designed to take advantage of the latest Xcode features. Discover brand-new technologies, as well as significant updates to existing tools. You’ll master a variety of design patterns, from the simplest single view to complex hierarchical drill-downs. The art of table building will be demystified, and you’ll learn how to save your data using the iOS file system. You’ll also learn how to save and retrieve your data using a variety of persistence techniques, including Core Data and SQLite. And there’s much more! What You Will Learn Develop your own bestselling iPhone and iPad apps Utilize Swift playgrounds Display data in Table Views Draw to the screen using Core Graphics Use iOS sensor capabilities to map your world Get your app to work with iCloud and more Who This Book is For Anyone who wants to start developing for iPhone and iPad.

OpenGL Programming Guide

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Author :
Publisher : Addison-Wesley
ISBN 13 : 0132748436
Total Pages : 1489 pages
Book Rating : 4.1/5 (327 download)

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Book Synopsis OpenGL Programming Guide by : Dave Shreiner

Download or read book OpenGL Programming Guide written by Dave Shreiner and published by Addison-Wesley. This book was released on 2013-03-19 with total page 1489 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”). For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques. OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders. New OpenGL features covered in this edition include Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders) Integration of general computation into the rendering pipeline via compute shaders Techniques for binding multiple shader programs at once during application execution Latest GLSL features for doing advanced shading techniques Additional new techniques for optimizing graphics program performance

iPhone SDK Application Development

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Author :
Publisher : "O'Reilly Media, Inc."
ISBN 13 : 0596555407
Total Pages : 396 pages
Book Rating : 4.5/5 (965 download)

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Book Synopsis iPhone SDK Application Development by : Jonathan Zdziarski

Download or read book iPhone SDK Application Development written by Jonathan Zdziarski and published by "O'Reilly Media, Inc.". This book was released on 2009-01-21 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: This practical book offers the knowledge and code you need to create cutting-edge mobile applications and games for the iPhone and iPod Touch, using Apple's iPhone SDK. iPhone SDK Application Development introduces you to this development paradigm and the Objective-C language it uses with numerous examples, and also walks you through the many SDK frameworks necessary for designing full-featured applications. This book will help you: Design user interface elements with Interface Builder and the UI Kit framework Create application controls, such as windows and navigation bars Build and manage layers and transformations using Core Graphics and Quartz Core Mix and play sound files using AVFoundation, and record and play back digital sound streams using Audio Toolbox Handle network programming with the CFNetwork framework Use the Core Location framework to interact with the iPhone's GPS Add movie players to your application iPhone SDK Application Development will benefit experienced developers and those just starting out on the iPhone. Important development concepts are explained thoroughly, and enough advanced examples are provided to make this book a great reference once you become an expert.

OpenGL Distilled

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0132701782
Total Pages : 307 pages
Book Rating : 4.1/5 (327 download)

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Book Synopsis OpenGL Distilled by : Paul Martz

Download or read book OpenGL Distilled written by Paul Martz and published by Addison-Wesley Professional. This book was released on 2006-02-27 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL opens the door to the world of high-quality, high-performance 3D computer graphics. The preferred application programming interface for developing 3D applications, OpenGL is widely used in video game development, visualization and simulation, CAD, virtual reality, modeling, and computer-generated animation. OpenGL® Distilled provides the fundamental information you need to start programming 3D graphics, from setting up an OpenGL development environment to creating realistic textures and shadows. Written in an engaging, easy-to-follow style, this book makes it easy to find the information you're looking for. You'll quickly learn the essential and most-often-used features of OpenGL 2.0, along with the best coding practices and troubleshooting tips. Topics include Drawing and rendering geometric data such as points, lines, and polygons Controlling color and lighting to create elegant graphics Creating and orienting views Increasing image realism with texture mapping and shadows Improving rendering performance Preserving graphics integrity across platforms A companion Web site includes complete source code examples, color versions of special effects described in the book, and additional resources.

Learning Cocos2D

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0132180855
Total Pages : 633 pages
Book Rating : 4.1/5 (321 download)

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Book Synopsis Learning Cocos2D by : Rod Strougo

Download or read book Learning Cocos2D written by Rod Strougo and published by Addison-Wesley Professional. This book was released on 2011-07-07 with total page 633 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build the Next Great iOS Game with Cocos2D! Cocos2D is the powerhouse framework behind some of the most popular games in the App Store. If you’ve played Tiny Wings, Angry Birds, Mega Jump, Trainyard, or even Super Turbo Action Pig, then you’ve played a game that uses Cocos2D or Box2D physics. The beauty of Cocos2D is its simplicity. It’s easy to become overwhelmed when you start developing an iOS game, especially if you look at things like OpenGL ES, OpenAL, and other lower level APIs. Writing a game for the iPhone and iPad does not have to be that difficult, and Cocos2D makes game development fun and easy. Learning Cocos2D walks you through the process of building Space Viking (which is free on the App Store), a 2D scrolling game that leverages Cocos2D, Box2D, and Chipmunk. As you build Space Viking, you’ll learn everything you need to know about Cocos2D so you can create the next killer iOS game. Download the free version of Space Viking from the App Store today! Help Ole find his way home while learning how to build the game. As you build Space Viking, you’ll learn how to Install and configure Cocos2D so it works with Xcode 4 Build a complete 2D action adventure game with Cocos2D Add animations and movement to your games Build your game’s main menu screen for accessing levels Use Cocos2D’s Scheduler to make sure the right events happen at the right times Use tile maps to build scrolling game levels from reusable images Add audio and sound effects with CocosDenshion—Cocos2D’s sound engine Add gravity, realistic collisions, and even ragdoll effects with Box2D and Chipmunk physics engines Add amazing effects to your games with particle systems Leverage Game Center in your game for achievements and leader boards Squeeze the most performance from your games along with tips and tricks

3D for iPhone Apps with Blender and SIO2

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470622709
Total Pages : 418 pages
Book Rating : 4.4/5 (76 download)

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Book Synopsis 3D for iPhone Apps with Blender and SIO2 by : Tony Mullen

Download or read book 3D for iPhone Apps with Blender and SIO2 written by Tony Mullen and published by John Wiley & Sons. This book was released on 2010-04-01 with total page 418 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create exciting, interactive 3D apps for the iPhone and iPod Touch What a combination-using free, open-source Blender software and the SI02 game engine to create very cool 3D characters and games for the very hot devices of the moment, the iPhone and iPod Touch. Whether you're coming to this as an iPhone developer or as a Blender artist, this book is for you. Learn how to create 3D content using Blender's WYSIWYG approach, find helpful information on Xcode and other iPhone SDK topics, master physical collisions, and acquire the skills you need to bridge both worlds with fun, compelling content. Shows you what you need to know to use Blender software, the SI02 game engine, and iPhone SDK to create interactive 3D content for the iPhone and iPod Touch Walks you through a series of tutorials that you can use as starting points for your own creations Provides enough information on the iPhone software developer kit (SDK) to get you started quickly Covers Blender's physics simulation library, Bullet, and Blender's robust collision functionality Bridge the exciting worlds of Blender and iPhone app development in an easy-to-follow pipeline with this one-of-a-kind guide.