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
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