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Beginning Android Games, Second Edition by Robert Green, Mario Zechner

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Chapter 11

3D Programming Tricks

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.
  • In 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. ...

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