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. ...

Get Beginning Android Games, Second Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.