OpenGL ES 2 for Android, Printed in Full Color

OpenGL ES 2 for Android: A Quick-Start GuideOpenGL ES 2 for Android is now in full color print!

Have you ever wanted to learn more about OpenGL and graphics programming? With OpenGL ES 2 for Android: A Quick-Start Guide, you’ll learn about modern OpenGL graphics programming from the ground up. You’ll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor.

OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you’ll learn each new concept from first principles. You won’t just learn about a feature; you’ll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.

Android is now on top of the market, with millions of devices shipping every day. It’s never been a better time to learn how to create your own 3D games and live wallpaper for Android.  If you can program in Java and you have a creative vision that you’d like to share with the world, then this is the book for you.

I am again grateful to all of my reviewers, readers, commentators, family and friends, and especially my managing editor, Susannah Davidson Pfalzer, and the rest of the team at the Pragmatic Bookshelf for taking on my book and being so supportive and helpful along the way, and Mario Zechner for his great feedback and foreword. Mario’s also co-authored a book, Beginning Android Games, with Robert Green, which is a a great compliment to the book as it covers additional topics specific to game development and Android.

Learn more about OpenGL ES 2 for Android: A Quick-Start Guide:

This has been a long journey, challenging at times, but very rewarding in the end. Thank you for being there with me along the way. 🙂

Beginning Android Games, to Learn More About Game Development for Android

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. 🙂