Game Development Reference
In-Depth Information
Summary
In this chapter, you learned about the challenges of portability and multiplatform support
required to leverage PC code into mobile platforms. The PC code investment can be
significant, so it's only logical that organizations want to reuse PC code as much as possible.
This translates into savings in time and costs and thus an increased return of investment.
You also learned about the most important features of the new OpenGL ES 3.1 and how they
can be used to create a complex shape using vertex and fragment shaders.
At the time of writing this topic, OpenGL ES version 3.1 was fully supported by Android SDK
version 5.0.1, so it could be easily tested.
In the following chapters, you'll learn how easy it is to bring powerful PC hardware-accelerated
game engines to the platform in record time and with minimal development costs. Carry on.
 
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