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:
Vertices have not only x and y coordinates, but also a z coordinate.
Instead of an orthographic ...