Chapter 11
3D Programming Tricks
3D programming is an incredibly wide and complex field. This chapter explores some topics that are the absolute minimum requirement to write a simple 3D game:
- We'll revisit our friend the vector and attach one more coordinate.
- Lighting is a vital part of any 3D game. We'll look at how to perform simple lighting with OpenGL ES.
- Defining objects programmatically is cumbersome. We'll look at a simple 3D file format so that we can load and render 3D models created with 3D modeling software.
- In Chapter 8, we discussed object representation and collision detection. We'll look at how to do the same in 3D.
- We'll also briefly revisit some of the physics concepts that we explored in Chapter 10—this time in a 3D context. ...
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