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3D Programming Tricks

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Beginning Android Games
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Abstract

3D programming is an incredibly complex and wide 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 we can load and render 3D models created with 3D modeling software.

  • In Chapter 8 we discussed object representation and collision detection. We’ll look at how to go about that in 3D.

  • We’ll also briefly revisit some of the physics concepts we explored in Chapter 10[OK?], this time in a 3D context. Let’s start with 3D vectors.

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© 2011 Mario Zechner

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Zechner, M. (2011). 3D Programming Tricks. In: Beginning Android Games. Apress. https://doi.org/10.1007/978-1-4302-3043-4_11

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