在哪儿买2D Graphicsgoal programmingg for Games

Sun Java Programming Techniques For Games 2D 2 5D 3D 775P
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Sun Java Programming Techniques For Games 2D 2 5D 3D 775P
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3秒自动关闭窗口Game and Graphics Programming for IOS and Android with OpenGL ES 2.0 _正版电子书在线阅读_百度阅读
Game and Graphics Programming for IOS and Android with OpenGL ES 2.0
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Game and Graphics Programming for IOS and Android with OpenGL ES 2.0
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Develop graphically sophisticated apps and games today!
The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games.
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0
quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer.
Provides a project template for iOS and Android platforms
Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems
Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if youre interested in striking a perfect balance between aesthetics and functionality in apps.
Romain Marucchi-Foino is the original author and founder of the popular mobile game engine SIO2. Formerly a desktop game engine developer, Romain is currently the lead 3D engine programmer , the official developer of the SIO2 Engine, which powers thousands of games and 3D applications throughout the App Store and the Android market.
INTRODUCTION xvii
CHAPTER 1: GETTING STARTED 1
Software Requirements 2 For iOS Developers 2 For Android Developers 2 Downloading the Book's SDK 4 Importing Projects 5 For iOS Developers 5 For Android Developers 5 The Template 7 Summary 8
CHAPTER 2: SETTING UP YOUR GRAPHIC PROJECTIONS 9
The Three Basic Types of Projections 10 Orthographic 2D Projection 11 Program and Project Initialization 12 Vertex and Fragment Shader 14 Linking a Shader Program 17 The Drawing Code 19 Orthographic Projection 23 Getting Orthographic 23 Perspective Projection 26 Summary 27
CHAPTER 3: DEALING WITH COMPLEX GEOMETRY 29
The Wavefront File Format 29 Cube.obj 30 Cube.mtl 31 Preparing the OBJ Viewer Code 31 Loading an OBJ 32 Building the Shaders 35 The Vertex Shader 35 The Fragment Shader 36 Vertex Buff er Object 36 Storing the Vertex Data 37 Building the Vertex Data Array VBO 38 Building the Element Array VBO 39 Building the VAO 40 Rendering Momo 42 Handling Touche 44 Per-Vertex Lighting 46 Vertex Shader Light Calculation 46 Modifying the Fragment Shader 47 More Uniforms 48 Making Momo Furrier 50 Loading the Texture 50 Adjusting the Vertex Data 51 Adding UV Support to the Vertex Shader 52 Adding Texture Support to Your Fragment Shader 53 Binding the Texture 53 Summary 54
CHAPTER 4: BUILDING A SCENE 57
Handling Multiple Objects 58 The Code Structure 58 Loading and Drawing the Scene 59 The Shaders Code 63 The Diff erent Object Types 64 The Drawing Sequence 64 Fixing the Scene 65 Uber Shader 65 Using Your Uber Shader 66 Render Loop Objects Categorization 69 Double-Sided 71 Per-Pixel Lighting 73 Making the Vertex Shader Even Fatter 73 Getting the Fragment Shader More Uber 74 Wrapping Up the Implementation 76 Summary 79
CHAPTER 5: OPTIMIZATION 81
The Base App 82 Triangles to Triangle Strips 82 Building Triangle Strips 83 Texture Optimization 84 Adding 16-Bit Texture Conversion 85 PVR Texture Compression 86 Faking Details 87 Bump Mapping Implementation 87 Precision Qualifi ers Optimization 88 The Normal Map Lighting Calculation 90 Adding Specularity 91 Geometry and Shaders LOD 92 Texture Atlas 93 Managing States in Software 94 Automatic Shader Optimization 94 Summary 95
CHAPTER 6: REAL-TIME PHYSICS 97
Types of Physical Objects 98 Physics Shapes 98 Using Bullet 100 Hello Physics 100 Collision Callbacks, Triggers, and Contacts 105 Contact-Added Callback 105 Near Callback 107 Contact Points 108 2D Physics 110 More Shapes! 110 Building the Physical Objects 113 Camera Tracking 114 User Interactions 116 The Game Logic 117 3D Physics 120 The Bullet File Format 120 3D Pinball Game 122 Summary 127
CHAPTER 7: CAMERA 129
Touch and Go! 130 The Camera Frustum 132 How to Build the Frustum 133 Frustum Clipping Implementation 134 More Clipping Functions 135 Camera Fly Mode 136 First-Person Camera with Collision Detection 140 3D Camera Tracking 143 Third-Person Camera with Collision 145 Summary 149
CHAPTER 8: PATHFINDING 151
Recast and Detour 151 Navigation 152 Creating the Navigation Mesh 153 3D Physics Picking 155 Player's Auto Drive 159 Visualizing the Way Points 161 Catch Me If You Can! 163 Know Your Enemy 165 Game State Logic 167 Summary 170
CHAPTER 9: AUDIO AND OTHER COOL GAME PROGRAMMING STUFF 171
OpenAL 172 OGG Vorbis 173 Hello World OpenAL Style 174 Initializing OpenAL 174 Static In-Memory Sound Playback 175 Positional Sound Source 176 Piano Game 178 Loading a Static and Streamed Sound 178 Color Picking 182 Piano Game Logic 185 Final Adjustments 188 Rolling Ball Game 190 GFX Shaders 190 Linking the Positional Sound Sources 191 Accelerometer-Driven Camera 195 Cheap FX 198 Game Logic and Tweaks 200 Summary 205
CHAPTER 10: ADVANCED LIGHTING 207
Types of Lamps 208 Let There Be Light 208 Directional Lamp Shader 211 Struct as Uniforms 214 Point Light 217 Point Light Shader Code 218 Light Attenuation 221 Point Light with Attenuation Code 222 The Attenuation Uniforms 223 Spherical Point Light 224 Tweaking the Point Light Code 225 Spot Light 227 Spot Light Shader Code 229 Multiple Lights 231 Making the Shader Program Dynamic 233 Summary 234
CHAPTER 11: ADVANCED FX 237
Render to Texture 238 Post-Processing Eff ects 238 First Rendering Pass 241 Second Pass 242 Fullscreen Pass and Blur Shader 243 Projected Texture 246 Projector Shader 249 Projected Real-Time Shadows 250 Casting Shadows Using the Depth Texture 253 A Few More Words about the Frame Buffer Object 254 Particles 255 Summary 257
CHAPTER 12: SKELETAL ANIMATION 259
Traditional vs. Modern Animation Systems 260 The MD5 File Format 261 Loading an MD5 Mesh 261 Animating the Mesh 264 LERP 266 SLERP 267 Blending Animation 267 Additive Blending 269 Summary 271
帮助平台入驻graphics media accelerator 3150可以玩啥游戏2D的还有是多大的这个显卡_百度知道
graphics media accelerator 3150可以玩啥游戏2D的还有是多大的这个显卡
老大一串,就是GMA 3150百度百科的:
图形核心GMA 3150 Pine Trail Atom平台处理器整合的图形核心名为“GMA 3150”,其实就是G31 GMA 3100的45nm工艺版本,仅支持DX9,频率400MHz,只能提供MPEG-2格式视频的硬件加速,而不支持H.264、VC-1,必须借助第三方视频解码芯片。
GMA 3150的输出分辨率也有限制,VGA模拟接口最高(其中N450上只有),DVI/HDMI数字接口最高。有趣的是,MID Poulsbo芯片组的数字输出分辨率最高也是。
因为不支持H.264硬件加速,所以新平台播放Flash内容也会存在困难。直接在360p、480p分辨率的窗口模式下播放很完美,放大到720p分辨率也可以接受,但到了1080p就严重掉帧了。
GMA 3150的功能为何如此孱弱?除了架构本身的原因,也是为了控制处理器整体封装面积、功耗而妥协的结果。在双核心Atom D510中,图形核心和内存控制器占据了整整一半的封装面积,单核心Atom N450里更是达到了三分之二。也许等到再下一代32nm工艺版本会好一些。鸡肋的集成显卡,你用上网本吧,玩玩植物大战僵尸还是行的,WAR3也没问题啊。 什么多大?显存吗?看你内存分配给他多少咯。~
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