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Crash course in Grafica 3D Dezvoltare de jocuri si OpenGL ES pe Android. Prezentare Droid in a Tunnel. Razvan Madalin Oita crioro@yahoo.com. Real-time rendering. Lights, camera, action! Real-time, 30/60 FPS Scena , obiecte statice / dinamice. . Geometrie. Vertex Triunghi
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Crash course inGrafica 3DDezvoltare de jocurisiOpenGL ES pe Android Prezentare Droid in a Tunnel RazvanMadalin Oita crioro@yahoo.com
Real-time rendering • Lights, camera, action! • Real-time, 30/60 FPS • Scena, obiectestatice/dinamice
Geometrie • Vertex • Triunghi • Poligon • Primitiva • Mesh-urisimodele
Sisteme de coordonate • Object Space • World Space • Eye/Camera/View Space • Clip coordinates • NDC sicoordonateecran
Transformari • Translatie, scalare, rotatie • Proiectieortografica/perspectiva
Lumini • Parallel Lights • Point Lights • Spot Lights • Reflexii, refractii, transmisie • Iluminarelocala/globala, etc.
Game Engine Architecture • Renderer • Physics System • Animation System • Game objects • AI
Fizica • Simulare • Collision detection • Bounding objects
Game Objects • Class based/Object Oriented • Component Based • Property Based
OpenGL ES • Activity si View • extends GLSurfaceView / event-uri • implements GLSurfaceView.Renderer • onSurfaceCreated(), onSurfaceChanged(), onDrawFrame()
Obiecte 3D in OpenGL ES • Vertex Buffer • Index Buffer • Backface Culling • Color Buffer • Structura Vertex
Transformari OpenGL ES • GL_MODELVIEW, GL_PROJECTION, GL_TEXTUREGL_COLOR • glTranslatef(), glRotatef(), glScalef() • gluLookAt(eye, center, up)
Droid in a Tunnel • Idee • Experienta • Cunostinte
Activity si View • Vortex • VortexView • SensorManager, SensorListener • Control cu accelerometru
Primitive • Mesh • Cube
Tunelul • Un tor • Obstacolele • Camera/gluLookAt() • Collision Detection • Probleme (mari, de design)
Renderer • perspective() • Probleme