The first place to start for OpenGL documentation on the various mobile platforms is straight at the source:
- Google’s Android documentation has a small amount of info about OpenGL, though not too much. You’ll get an overview of the APIs and learn how to exclude your application from unsupported devices. According to the OpenGL Dashboard, most devices out there now support OpenGL ES 2.0.
- Apple’s OpenGL documentation is much better and goes into a lot more depth and detail. At their OpenGL ES for iOS website, you can learn more about best practices and the specifics of using OpenGL on their platform, and they also have videos and sample projects to download.
It’s also worth checking out what the various GPU vendors have to say about best practices and guidelines:
Each GPU vendor also often provides their own SDKs, tools, and IDEs for developing on their GPUs, which can help a great deal with tracing and finding performance issues.
Hope this helps out on your journey ahead!
I’m happy to announce that my book, OpenGL ES 2 for Android: A Quick-Start Guide, is now being readied to be sent off to the printers! I owe a special thanks to the publishers, to you guys, my readers and reviewers, and I also owe a special thanks to Mario Zechner, the creator of libgdx, for writing a great foreword and generously helping to promote the book on his end!
Mario has also co-authored “Beginning Android Games” with Robert Green; I think that his book can be the perfect complement to my own, as you’ll also learn about many of the additional aspects of game development that I didn’t get the chance to cover in my own book, such as:
- How to develop 2D games, from beginning to end.
- How to publish to the market, support your users, and deal with crash reports.
- Using the Native Development Kit (NDK) to support C and C++ code.
If you’re looking to hit additional platforms, libgdx also has you covered. You can port your Java-based Android game to the desktop, to the web via WebGL, and even to iOS with a few nifty tricks. I plan to cover cross-platform development using libgdx in some subsequent posts, as well as going by the C / C++ route which I will also be covering in future posts.
If you use Reddit, you can also visit our respective Reddit threads here:
I just completed my first book: “OpenGL ES 2 for Android: A Quick-Start Guide” for beginners (EDIT: It seems someone removed my Reddit thread! Oh well :()
My book “Beginning Android Games, 2nd Edition” is out, and i’m super happy
I’m glad that the book is finally starting to head out the door; it feels like the end of a journey. It was a journey that was well worth it. 🙂
Some of you have been curious about what the air hockey game from the book would be like if we brought it over to other platforms. I would like to find out, myself. 🙂 In the spirit of my last post about cross-platform development, I want to port the air hockey project over to a native cross-platform code base that can be built for Android and iOS, and even the web by using emscripten and WebGL. Everything will be open-source and available on GitHub.
Here are some of the things that we’ll have to figure out and learn along the way:
- Setting up a simple build system for each platform.
- Initializing OpenGL.
- Adding support for basic touch and collision detection.
In the next post, we’ll take a look at setting up a simple build system to initialize OpenGL across these different platforms. Here are all of the posts for the series so far:
Setting up a simple build system
Adding support for PNG loading into a texture
Adding a 3d perspective, mallets, and a puck
Adding touch events and basic collision detection
The code is available on Github, with each section organized by tags.