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3D Programming Tricks

  • Mario Zechner
  • Robert Green

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:
  • We’ll revisit our friend the vector and attach one more coordinate.

  • Lighting is a vital part of any 3D game. We’ll look at how to perform simple lighting with OpenGL ES.

  • 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.

  • I n Chapter 8 , we discussed object representation and collision detection. We’ll look at how to do the same in 3D.

  • We’ll also briefly revisit some of the physics concepts that we explored in Chapter 8—this time in a 3D context.

Keywords

Collision Detection Point Light Vertex Normal Public Class Public Void 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Mario Zechner and Robert Green 2012

Authors and Affiliations

  • Mario Zechner
  • Robert Green

There are no affiliations available

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