Special Characters and Numbers

$ANDROID_HOME/tools directory, 26, 48

$JDK_HOME/bin directory, 26

+ operator, 182

2D programming, 351-428. See also Super Jumper game cameras, 399-405

Camera2D class, 402-403 example, 403-405 collision detection broad phase, 384-385 example, 386-399 narrow phase, 379-384 object representation bounding shapes, 373-375 example, 386-399 game object attributes, 377-378 physics, 365-372 examples, 367-372 force and mass, 366-367 numerical Euler integration, 365-366 sprites animation, 422-428 and batches, 412-421 textures atlases, 405-410 regions, 411-412 vectors, 352-365 example, 360-365 implementing classes, 357-360 trigonometry, 355-357

2D transformations, with model-view matrix, 326-338 combining transformations, 335-338 example using translation, 329-333 matrices, 328-329 rotation, 334-335 scaling, 335

world and model space, 326-328 3D animation, 489-524

defining meshes, 504-510 cubes, 505-508 example, 508-510 matrices and transformations, 511524

matrix stack, 512-514 simple camera system, 520-524 perspective projection, 495-498 vertices, 490-495 example, 492-495 Vertices3 class, 490-492 z-buffers, 498-504 blending, 500-503 example, 499-500 precision and z-fighting, 503-504 3D programming, 525-576 collision detection and object representation, 572-576 bounding shapes in 3D, 572-573 bounding sphere overlap testing,

573-574 GameObject3D and DynamicGameObject3D classes, 574-576 lighting in OpenGL ES standard, 530-548 enabling and disabling, 534-535

example, 544-547 light sources, 532-539 limitations, 548 materials, 533-540 specifying normals, 540-544 vertex normals, 533-534 loading models, 564-571 limitations, 571 OBJ loader, 570 Wavefront OBJ format, 565-566 mipmapping, 548-553 physics, 571-572 simple cameras, 553-564 Euler, 553-556 look-at, 562-564 vectors, 526-530 16-bit color HVGA (Half-Size Video Graphics Array), 13

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