Learn OpenGL ES

Learn how to develop mobile graphics using OpenGL ES 2

Category: Native Development

Happy New Year 2017 Roundup – CHIP-8, Rust, and more

Lately, I’ve been more interested in learning about emulators and interpreters, down to the way that CPUs work at a low level. In university, the furthest down we got was C++ and we didn’t spend that much time there, so everything under that has always felt a little like black magic to me. To overcome … Continue reading Happy New Year 2017 Roundup – CHIP-8, Rust, and more»

A performance comparison redux: Java, C, and Renderscript on the Nexus 5

In my previous post on this topic, A performance comparison between Java and C on the Nexus 5, I compared the performance of an audio low-pass filter in Java and C. The results were clear: The C version outperformed, and by a significant amount. This result brought more attention to the post than I was expecting; some of … Continue reading A performance comparison redux: Java, C, and Renderscript on the Nexus 5»

OpenGL Roundup, April 29, 2014: Milestones

Two big names in the game development community are celebrating their achievements as they reach important milestones and bring their work to the community: libGDX 1.0 released Zero to 95,688: How I wrote Game Programming Patterns Congrats to you guys, and thanks for sharing your work with the world! In other news, I’d like to thank El androide … Continue reading OpenGL Roundup, April 29, 2014: Milestones»

OpenGL Roundup, April 10, 2014: GDC 2014 Report, libgdx 1.0, Data-Oriented Design and More…

Top stories GDC 2014 Report libgdx: We’ll go 1.0 next weekend! Recent posts A Performance Comparison Between Java and C on the Nexus 5 How Powerful Is Your Nexus 7? Finishing up Our Native Air Hockey Project with Touch Events and Basic Collision Detection Android native development Android on x86: Java Native Interface and the Android … Continue reading OpenGL Roundup, April 10, 2014: GDC 2014 Report, libgdx 1.0, Data-Oriented Design and More…»

A performance comparison between Java and C on the Nexus 5

Android phones have been growing ever more powerful with time, with the Nexus 5 sporting a quad-core 2.3 GHz Krait 400; this is a very powerful CPU for a mobile phone. With most Android apps being written in Java, does Java allow us to access all of that power? Or, put another way, is Java … Continue reading A performance comparison between Java and C on the Nexus 5»

How Powerful Is Your Nexus 7?

The following post is based on a paper generously contributed by Jerome Huck, a senior aerospace/defence engineer, scientist, and author. A link to figures and the code can be found at the bottom of this post. So you want to run some heavy-duty algorithms on your Android device, and you’re wondering what is the best environment … Continue reading How Powerful Is Your Nexus 7?»

Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection

In this post in the air hockey series, we’re going to wrap up our air hockey project and add touch event handling and basic collision detection with support for Android, iOS, and emscripten. Prerequisites This lesson continues the air hockey project series, building upon the code from GitHub for ‘article-3-matrices-and-objects’. Here are the previous posts in this series: … Continue reading Finishing Up Our Native Air Hockey Project With Touch Events and Basic Collision Detection»

OpenGL Roundup, November 4, 2013

Android 4.4 for Game Developers APPS WORLD LONDON 2013 New Adventures in C++ with Cinder and More Objectively Stylish — The NYTimes Objective-C style guide. Vivante Unveils Less than 1 mm2 OpenGL ES 2.0 GPU for Wearables and Internet of Things (IoT) Devices Why use a Graphics Library instead of an Engine? (Ex: OpenGL vs Unity) – … Continue reading OpenGL Roundup, November 4, 2013»

OpenGL Roundup, September 19, 2013

Here’s the beginning of a new series on OpenGL ES 2.0 for iOS, using Apple’s GLKit. GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features OpenGL ES 2: How does it draw? ROBOVM BACKEND IN LIBGDX NIGHTLIES AND FIRST PERFORMANCE FIGURES! – Libgdx is moving to a new backend for iOS … Continue reading OpenGL Roundup, September 19, 2013»

Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code

For this post in the air hockey series, we’ll learn how to render our scene from a 3D perspective, as well as how to add a puck and two mallets to the scene. We’ll also see how easy it is to bring these changes to Android, iOS, and emscripten. Prerequisites This lesson continues the air … Continue reading Adding a 3d Perspective and Object Rendering to Our Air Hockey Project in Native C Code»