Super Jumper worked out rather well with the 2D OpenGL ES rendering engine. Now, it’s time to go full 3D. We actually already worked in a 3D space when we defined our view frustum and the vertices of our sprites. In the latter case, the z coordinate of each vertex was simply set to 0 by default. The difference from 2D rendering really isn’t all that big.
Perspective Projection Virtual Camera Green Triangle Orthographic Projection World Space
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.
This is a preview of subscription content, log in to check access.