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Game and Graphics Programming for IOS and Android with OpenGL ES 2.0 (Wrox Programmer to Programmer) Paperback – 20 Feb 2012


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Game and Graphics Programming for IOS and Android with OpenGL ES 2.0 (Wrox Programmer to Programmer) + Professional Android 4 Application Development (Wrox Professional Guides)
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Product details

  • Paperback: 308 pages
  • Publisher: John Wiley & Sons; 1 edition (20 Feb 2012)
  • Language: English
  • ISBN-10: 1119975913
  • ISBN-13: 978-1119975915
  • Product Dimensions: 18.7 x 1.6 x 23.4 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 298,971 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

From the Back Cover

Learn how to build games with stunning graphics Striking the ideal balance between aesthetics and functionality to create a state–of–the–art game is no small feat. That′s where this book comes in. If you have a decent C/C++ programming background and a basic understanding of computer graphics, you′ll find that this invaluable resource includes everything you need to know in order to make quick work of creating a full–fledged game. Successful game engine developer Romain Marucchi–Foino covers all aspects of creating a game, such as loading complex geometries and textures; handling GLSL materials, sounds, cameras, and clippings; physics; pathfinding and AI; post–processing effects; real–time lighting and shadowing; working with skeletal animations; and much more. Before you know it, you′ll be able to apply the knowledge you′ve gained from this book to create your own sophisticated game. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0: Brings awareness to the powerful potential of OpenGL ES 2.0 in game programming Includes helpful tutorials and real–world mobile apps to give you a deeper understanding of what works in programming Demonstrates how to work with OpenGL features, including geometry, shaders, lighting, special effects, character animation, and more Addresses real–time physics, pathfinding, and optimization Zeroes in on audio and other cool and unique game programming possibilities Wrox guides are crafted to make learning programming languages and technologies easier than you think. Written by programmers for programmers, they provide a structured, tutorial format that guides you through all the techniques involved. wrox.com Programmer Forums Join our Programmer to Programmer forums to ask and answer programming questions about this book, join discussions on the hottest topics in the industry, and connect with fellow programmers from around the world. Code Downloads Take advantage of free code samples from this book, as well as code samples from hundreds of other books, all ready to use. Read More Find articles, ebooks, sample chapters, and tables of contents for hundreds of books, and more reference resources on programming topics that matter to you.

About the Author

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 for sio2interactive.com, the official developer of the SIO2 Engine, which powers thousands of games and 3D applications throughout the App Store and the Android market.

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Most Helpful Customer Reviews

Format: Kindle Edition
The book's title is misleading, the author doesn't go into any amount of detail about GLSL which is a core part of OpenGL ES 2, the code samples use his own SDK instead of showing how readers could go about building such themselves. If it was a $5 title it would have been perhaps worth it, but like this I would recommend everyone to avoid it.
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1 of 2 people found the following review helpful By Pako on 9 Sep 2012
Format: Paperback Verified Purchase
It says at the very start that this is not a book for beginners and "Game programming is not for everyone." Absolutely true!

The book focuses on making the game themselves, rather than support for iOS and Android. Personally, I love this approach as it encourages the reader to find what they need for support by themselves, rather than relying on the book.
The detailed explanations of the code, multiple techniques that are covered step-by-step and the fast responses from the developer, gives great positive impression. Many of the techniques are for high quality graphics on mobile devices and the knowledge gained is well worth it. Textures, physics, audio, particles- the methods to use them in real game projects is in the book.

The books' SDK- GFX 3D Engine, is more PowerVR/iOS focused. This is better for the long run as, again, it will make the reader to find a way to deal with the problems by themselves. I really like the SDKs' documentation (my first association was a Linux distro documentation). It's there so you can make the engine suit your specific needs.

I recommend buying this book and look forward to a sequel. On a side note, I would love to see a bit more Android emphasis with the next release.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 22 reviews
62 of 65 people found the following review helpful
Completely misleading 1 Mar 2012
By W. Wright - Published on Amazon.com
Format: Paperback Verified Purchase
This book is completely misleading. Instead of "Game and Graphics Programming with iOS and Android with OpenGL ES 2.0", it SHOULD have been called "Game and Graphic Programming with the Author's Own SDK".

If you are looking to learn OpenGL as the title would imply, this is NOT the book for you. The author does an OK job of teaching you how to use his SDK, but that's not what you are lead to believe the book is about. Even the back cover does not say so. In fact, the back cover also implies things such as "...handling GLSL materials, sounds, cameras, and clippings..." While in the book, o page 14, the author states "Because the purpose of this book is to present you with a straightforward approach to implementing the different elements of a game and graphics engine, I will not go into detail about the specifics of the GLSL ES language".

The projects and examples in the book start by telling you to copy a generic template he provides with the downloadable code, which might be OK if he at least once went through how to set up and use OpenGL natively, WITHOUT his SDK. The book itself would be a good companion to his SDK, but I don't like being mislead, which I feel the author did with the title and content of the book.
13 of 13 people found the following review helpful
Bad Title - Not OpenGL 2 19 Dec 2012
By Talung - Published on Amazon.com
Format: Kindle Edition Verified Purchase
I basically never even got through the first chapter and could see that this book is not about programming OpenGL 2.0, but about using the authors graphics kit written in c++. In order to use this with Android you need to jump through hoops.

There are other kits out there that are easier for beginners.

Really dissapointed.
6 of 7 people found the following review helpful
A good learning resource 15 Feb 2012
By Jeff Jones - Published on Amazon.com
Format: Paperback Verified Purchase
This book covers iOS and Android development and gives a pretty decent game engine to program along with the book. It starts out with rendering a quad and goes pretty quickly from there explaining 2D and 3D projections, physics, effects, lighting, model loading, building a scene, skeletal animation and sound. It's not total hand holding, but it's enough to get you there and the book isn't an overwhelming 600 pages of bloat. Instead, 286 pages which is more in line with what I have time for.

Most importantly, if you're an Android developer programming in the Windows environment, then this book will probably make you want to switch to Linux or Mac OSX. That's not such a bad thing as I learned after banging my head against the wall for a day or two.

I chose Mac OSX since that's what the author is using. Yes, I could have figured it all out on Windows, but a Unix style OS is the easiest place to write your NDK apps and when I port them to iOS it won't be such a headache.

Second, the instructions to help set up your environment using Eclipse, ADB, CDT, NDK, Sequoyah are a little sparse, but there are already a hundred tutorials out there on blogs and You Tube so it's good the author didn't tire out on that kind of thing.

Third, the code isn't perfect, but with the amount of free code you're getting here, you should invest some time to figure out what's wrong and fix it yourself. I'm truly learning with this book and I don't mind a problem here and there if it's something easy enough to solve.

Are these issues enough to detract from the overall usefulness of the book? In my opinion, no. I really like this book.

I recommend purchasing OpenGL® ES 2.0 Programming Guide to go along with this book and you should be on your way to writing games for the mobile marketplace in no time.
4 of 4 people found the following review helpful
Not bad for what it is, but maybe not what you expect 16 Aug 2012
By Gavin Scott - Published on Amazon.com
Format: Paperback Vine Customer Review of Free Product ( What's this? )
This is a comparatively short book (about a half-inch thick, ~280 pages) which consists of a series of step-by-step programming tutorials that are applicable to graphics/game programming.

However as other reviewers have noted, the code is written using an abstraction layer provided by the author (his "SDK" which turns out to be a lightweight game engine called GFX 3D) so while I found it an interesting tutorial and a good introduction to concepts that will be applicable to any modern graphics programming system, I didn't really feel that the book told me very much about OpenGL per se. If the book had been called "Programming for Windows Phone with DirectX" I'm not sure how I would tell the difference.

A better title for the book would have been "Cross platform Game and Graphics programming for Android and iOS using GFX 3D".

Now, having said that, modern graphics APIs like OpenGL can be fiendishly complex, and also much lower-level than a beginning programmer would like (thus making any Hello World program ridiculously complex) so it's very hard to write a good (i.e. short) introduction to these systems that does anything actually useful, and certainly not one that's fully cross-platform.

So they lose a star for not being clearer as to what the book was going to offer, but if you're looking for a practical graphics programming introduction and you don't have prior experience with any of these systems, then you could do a lot worse than to start with this book, especially if your goal is to get programming and not actually have to spend a huge amount of time learning the OpenGL API.

G.
3 of 3 people found the following review helpful
Perfect for REAL development! 7 Aug 2012
By Scott L - Published on Amazon.com
Format: Paperback
Personally, I've gotten tired of getting game design books full of "theory" that just talk about how things might be possible...

If you've done an internet search for anything related to game programming, it's all crap. Nothing can actually be used by someone without a college degree and years of experience to build a feature complete game.

Until now.

Included with the book is a COMPLETE SDK and API for a cross platform gaming engine. Plug in your own levels, artwork, and models and voila! A game.

Nobody else takes you so close to actually having a 3D game ready to play.

It's true, the author doesn't spend hundreds of pages explaining how to implement OpenGL (If you're that interested, the included source code provides more than enough information for the semi-educated mind). What he DOES do is get you as close as possible to having a ready made game without actually making a game FOR YOU.

In fact, the author even provides the entire source code for a 3D game on his website that goes perfectly with the book. It's a zero-BS straight shot from the beginning of the book to providing you with the tools you need to publish a game VERY quickly.

It's like if someone built you a house and said "Hey, just paint it and you can have it."

You'd be like "But it's a house, the painting is the easy part."

"I know, I'm that awesome and I just wanna help you make your 3D engine related dreams come true."

If you're taking a college course and/or want to talk about "3D theory" all day long, this book isn't for you.

If you ACTUALLY want to take a little C++ knowledge and turn it into a REAL game you can start selling on an app store as quickly as possible, this is your fast track.

Game and Graphics Programming for iOS & Android is the only book that does ALL the leg work for you, providing an entire gaming engine ready for your assets.

You couldn't ask for a more powerful, useful resource.
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