Abstract
3D programming is an incredibly wide and complex field. This chapter explores some topics that are the absolute minimum requirement to write a simple 3D game:
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We’ll revisit our friend the vector and attach one more coordinate.
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Lighting is a vital part of any 3D game. We’ll look at how to perform simple lighting with OpenGL ES.
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Defining objects programmatically is cumbersome. We’ll look at a simple 3D file format so that we can load and render 3D models created with 3D modeling software.
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In Chapter 8, we discussed object representation and collision detection. We’ll look at how to do the same in 3D.
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We’ll also briefly revisit some of the physics concepts that we explored in Chapter 10 — this time in a 3D context.
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© 2011 Mario Zechner and Robert Green
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Zechner, M., Green, R. (2011). 3D Programming Tricks. In: Beginning Android 4 Games Development. Apress. https://doi.org/10.1007/978-1-4302-3988-8_11
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DOI: https://doi.org/10.1007/978-1-4302-3988-8_11
Publisher Name: Apress
Print ISBN: 978-1-4302-3987-1
Online ISBN: 978-1-4302-3988-8
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