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Product details
File Size: 4813 KB
Print Length: 346 pages
Simultaneous Device Usage: Unlimited
Publisher: Pragmatic Bookshelf; 1 edition (June 26, 2013)
Publication Date: February 4, 2014
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B00IDEVIK6
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Amazon Best Sellers Rank:
#793,271 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
This book has been paramount to me by facilitating a thorough understanding of using shaders with the Android SDK. Not only that, but this book also breaks down a lot of the complex math revolving around collision detection, game physics, and more. I think this book is great if you are a beginner in OpenGL ES 2, since this book will get you up to speed really fast.This book is also great if you already know shaders, but you are unfamiliar with using them with the Android SDK. Android can be a bit tricky at times and this book will navigate you through the Android SDK so that your shaders work as intended.There are chapters in the book that go over Textures, creating a SkyBox, using Vertex Buffer Objects, using Index Buffer Objects, Culling, developing Particle Shaders, Vertex Shader Fundamentals, Fragment Shader fundamentals, creating Terrain, enabling the Depth Buffer, simulating Lights, and MORE! Overall, great book!
Assuming you know how to do basic programming, this book is an excellent way to get started understanding, not just using, OpenGL ES. In real life, you'd probably use a library, but you'd also probably get stuck because you don't understand shaders/textures/transformations etc. That was where I was at before I got this book.It's an easy read, about 2 days of reading, more if you type in every single example.
This is just what I was looking for. I am a decent Android dev and thought I'd be able to jump in a figure out OpenGL by reading some online tutorials. Most of what I found was for OpenGL 1, not 2 and/or all over the place. It was frustrating. OpenGL definitely has a learning curve and this book fits right in teaching the skills you need to get up and running. I was hesitant to get it on Kindle but it's actually better for me than hardcopy. I just open it up in the Kindle Web Reader and program along with the chapters. I typically go with O'Reilly books because of how pragmatic they are, but it turns out The Pragmatic Programmer series (at least this book) is as-advertised.
Absolutely amazing book. After struggling for nearly a month trying to get a clear understanding of OpenGL ES for Android by looking at various websites, tutorials, and sample code I was still completely lost. My primary focus was improving the performance of a 2D Android game I am working on, and OpenGL just wasn't clicking for me. I finally decided to pick up this book and it was exactly what I needed. The examples are clear and detailed and all of them actually worked! (which sadly isn't the case for most programming books). The build up on existing code from chapter to chapter is paced very well in my opinion, and I highly recommend this book to anyone in a situation similar to mine.
This book is a total mess. You are supposed to add some code and then remove it and edit it somewhere, but the author doesn't give a detailed description where. The Air Hockey game has multiple versions and Kevin never says when you are supposed to build the app, so you know when the code is supposed to be ready. It will take hours after hours figuring out what is wrong with your code, because this book does not show you the full code of each app version.
Extremely well written and well organized. The author walks you through real-world examples of how to use OpenGL in an Android environment with an excellent balance between explaining what you really need to know about how and why things work under the hood and avoiding getting bogged down in tedious detail. He walks you through real code (which you can also download from the book's publisher website) demonstrating good coding disciplines to keep code well organized and maintainable (without making that the theme of the book). The text is conversational and instructive without being patronizing.
What this book is : A guide to get you coding OpenGL in Android very quickly.What this book isn't : This book is not a discussion of the design choices, architecture or theory behind OpenGL or Android.If you want a book that helps you get right to work, this book is hard to beat. If you want something to give you a better architectural understanding of OpenGL you would be better looking elsewhere.
This is a great book for beginners of opengl on Android. I was through this book in a couple of days, while typing the code into my project. I am not an opengl expert after reading this book, but the framework makes sense to me now.
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