<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Air Hockey Project on Learn OpenGL ES</title><link>https://www.learnopengles.com/category/air-hockey-project/</link><description>Recent content in Air Hockey Project on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 19 Nov 2013 14:17:33 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/category/air-hockey-project/index.xml" rel="self" type="application/rss+xml"/><item><title>Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection</title><link>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</link><pubDate>Fri, 08 Nov 2013 14:51:43 +0000</pubDate><guid>https://www.learnopengles.com/finishing-up-our-native-air-hockey-project-with-touch-events-and-basic-collision-detection/</guid><description>In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: …</description></item><item><title>Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code</title><link>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</link><pubDate>Wed, 18 Sep 2013 11:45:27 +0000</pubDate><guid>https://www.learnopengles.com/adding-a-3d-perspective-and-object-rendering-to-our-air-hockey-project-in-native-c-code/</guid><description>For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for Emscripten</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-emscripten/</link><pubDate>Thu, 25 Jul 2013 00:45:49 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-emscripten/</guid><description>In the last two posts in this series, we added support for loading a PNG file into OpenGL as a texture, and then we displayed that texture on the screen: Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten. …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2: Adding Support for iOS</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-ios/</link><pubDate>Wed, 24 Jul 2013 16:12:24 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-adding-support-for-ios/</guid><description>In the previous post, we looked at loading in texture data from a PNG file and uploading it to an OpenGL texture, and then displaying that on the screen in Android. To do that, we used libpng and loaded in the data from our platform-independent C code. In this post, we’ll add supporting files to …</description></item><item><title>Loading a PNG into Memory and Displaying It as a Texture with OpenGL ES 2, Using (Almost) the Same Code on iOS, Android, and Emscripten</title><link>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-using-almost-the-same-code-on-ios-android-and-emscripten/</link><pubDate>Tue, 23 Jul 2013 18:41:58 +0000</pubDate><guid>https://www.learnopengles.com/loading-a-png-into-memory-and-displaying-it-as-a-texture-with-opengl-es-2-using-almost-the-same-code-on-ios-android-and-emscripten/</guid><description>In the last post in this series, we setup a system to render OpenGL to Android, iOS and the web via WebGL and emscripten. In this post, we’ll expand on that work and add support for PNG loading, shaders, and VBOs. TL;DR We can put most of our common code into a core folder, and …</description></item><item><title>Calling OpenGL from C on the Web by Using Emscripten, Sharing Common Code with Android and iOS</title><link>https://www.learnopengles.com/calling-opengl-from-c-on-the-web-by-using-emscripten-sharing-common-code-with-android-and-ios/</link><pubDate>Mon, 15 Jul 2013 02:05:25 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-c-on-the-web-by-using-emscripten-sharing-common-code-with-android-and-ios/</guid><description>In the last two posts, we started building up a simple system to reuse a common set of C code in Android and iOS: OpenGL from C on Android by using the NDK Calling OpenGL from C on iOS, Sharing Common Code with Android In this post, we’ll also add support for emscripten, an LLVM-to-JavaScript compiler …</description></item><item><title>Calling OpenGL from C on iOS, Sharing Common Code with Android</title><link>https://www.learnopengles.com/calling-opengl-from-c-on-ios-sharing-common-code-with-android/</link><pubDate>Sun, 14 Jul 2013 00:21:48 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-c-on-ios-sharing-common-code-with-android/</guid><description>In the last post, we covered how to call OpenGL from C on Android by using the NDK; in this post, we’ll call into the same common code from an Objective-C codebase which will run on an iOS device. Prerequisites A Mac with a suitable IDE installed. An iOS emulator, or a provisioned iPhone or …</description></item><item><title>Calling OpenGL from C on Android, Using the NDK</title><link>https://www.learnopengles.com/calling-opengl-from-android-using-the-ndk/</link><pubDate>Sat, 13 Jul 2013 01:32:20 +0000</pubDate><guid>https://www.learnopengles.com/calling-opengl-from-android-using-the-ndk/</guid><description>For this first post in the Developing a Simple Game of Air Hockey Using C++ and OpenGL ES 2 for Android, iOS, and the Web series, we’ll create a simple Android program that initializes OpenGL, then renders simple frames from native code. Prerequisites The Android SDK &amp;amp; NDK installed, along with a suitable IDE. An …</description></item><item><title>Developing a Simple Game of Air Hockey Using C and OpenGL ES 2 for Android, iOS, and the Web</title><link>https://www.learnopengles.com/developing-a-simple-game-of-air-hockey-using-c-and-opengl-es-2-for-android-ios-and-the-web/</link><pubDate>Mon, 20 May 2013 15:06:41 +0000</pubDate><guid>https://www.learnopengles.com/developing-a-simple-game-of-air-hockey-using-c-and-opengl-es-2-for-android-ios-and-the-web/</guid><description>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 …</description></item></channel></rss>