Game Development Reference
In-Depth Information
Summary
We've created our second game with the power of OpenGL ES. Due to our nice framework, it
was actually a breeze to implement. The use of a texture atlas and the SpriteBatcher made for
some very good performance. We also discussed how to render fixed-width ASCII bitmap fonts.
Good initial design of our game mechanics and a clear definition of the relationship between
world units and pixel units make developing a game a lot easier. Imagine the nightmare we'd
have if we tried to do everything in pixels. All our calculations would be riddled with divisions—
something the CPUs of less-powerful Android devices don't like all that much. We also took
great care to separate our logic from the presentation. All in all, Super Jumper is a success.
Now it's time to turn the knobs to 11. Let's get our feet wet with some 3D graphics
programming.
 
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