Chapter 11. 3D Programming Tricks

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 ...

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