9/4/2023 0 Comments Opengl es 2.0 android games![]() ![]() It can be very difficult to separate your concerns in a useful way. I know firsthand how difficult it can be to work on both high-level game design tasks and low-level engine design / rendering routines simultaneously. If you have a more complex 3D game with a free moving camera, numerous lights, and lots of models with various shading techniques, you'll need a lot more abstraction. For example, if you're making a fairly simple 2D game, you may only need a very simple abstraction (something that draws a texture to a quad could be the only thing you need). The relationship between this API and your game / game engine depends a lot on what kind of abstractions you want to make. While that is a very gross generalization, it serves to point out that the OpenGL API is designed to be very low level and provide flexible access to the functions of the video card. In this pipeline, the video card primarily assembles lists of vertices into triangles and turns these into pixels on the screen. The book Game Engine Architecture by Jason Gregory was very helpful in giving me an understanding of the relationship between a game engine and the rendering pipeline.įirst, you need to understand the role of the rendering pipeline of a modern video card (which, for the most part, is what OpenGL is designed to provide access to). I would suggest you start doing some reading. ![]()
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