android - OpenGL ES Startup -
i done 1:1 copy of ios app "mohrenjass" android. -> austria cardgame.. training example :) introduction activity, views, canvas, preference, apis, , more done opengl es sample developer page. read opengl have question it. there realy points in give me hard times. matrix, vertex, shader, fragment, projection, camera,... not not understand it, know "do when that" not enough searching errors in code...
i think trying replicaisland code next, should start opengl first?
i found fro opengl -> prefer because german http://wiki.delphigl.com/index.php/hauptseite (dont know if possible stand of knowledge)
also found http://www.learnopengles.com/android-lesson-one-getting-started/
or skip , go replicaisland? learning doing way, punch in face...
i wont try next simple 2d application. square go left/ right, jump above other square or somthing. learning reach someday target of realy create app :)
i read unity, think not way should start that. possible if know doing easy... well.. hope have tipps me!
as libraries such unity or cocos 2d , such able start application quicker limit capabilities developer @ 1 point or another. if purpose of creating simple game should go it. if goal knowledge possible suggest try opengl. not easy , not easier on time worth it. , if later turn library clear day.
so tutorials , examples there fact in cases misleading. explain how done code structure unmaintainable. if want code on time should begin creating simple "debug" scene can add components later expect need. instance should create class can contain opengl context should later extended include caches such textures, shaders... should have class containing view draw to, frame buffer , render buffers use on it. should contain necessary tools initialize view, enable depth buffers, stencil buffers, presenting content... of these , more can more or less pasted examples , tutorials, need restructure them. base construct able create components draw , present can not draw it. test can try clear buffer value , see if expected result.
after fun part begins: creating classes handle , compile shaders, classes create textures images, matrix stacks, vbos... again of these can pasted web need restructuring.
so when have necessary tools can start working on game itself. @ point people take wrong turn. try create objects contain data need present element in game. instance have character defined location
, speed
, image (texture
). object can have draw
method , move
method. draw
method use location
translate matrix, generate or reuse vertex data, bind appropriate texture
, draw itself. move
in case use speed
change location
. go deeper more components added , situation can complicated. imagine having wrote above can create 3 images: character, enemy, bullet; create many objects need @ time images, move them around please, create crash detecting (which simple data) , have simple game can become advanced adding few tricks.
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