iPhone OpenGL ES Programming

The Categorized OpenGL ES Tutorial Collection

I’ve received several requests for this, and I agree that finding the right OpenGL ES tutorial can be difficult so what I’ve decided to do is go through many of the available tutorials and order them by both degree of difficulty, and the native device type for the tutorials.

For information on OpenGL ES 2.0 with GLKit please visit the GLKit tutorial page.

iPhone OpenGL ES 3D Collision Detection Tutorials

Simon Maurice, has added two new tutorials to his collection of iPhone OpenGL ES Tutorials which I mentioned on my iPhone OpenGL ES resources page.

Tutorials:
1. Collision Detection
2. Collision Detection 2: Moller & Trumbore’s Fast Triangle Ray Intersect

**** Tutorials are currently deactivated they may be back in the future (due to contract issues with the Author and employer).

I haven’t had a chance yet to check these out, but they look fantastic.  Just looking from the pictures I can see that they are damn cool.

DeliciousTwitterTechnoratiFacebookLinkedInEmail

11 Cocos2D iPhone Game Engine Resources

I mentioned the open source Cocos2D iPhone game engine on my list of iPhone game engines.

For those that don’t know Cocos2D is an open source LGPL licensed 2D game engine for the iPhone that has already been used in many games.  Mitch Allen has posted a nice list of resources for the open source Cocos 2D iPhone game engine.

My favorites from the list are:

1. iPhone Dev – Which contains a collection of Cocos 2D tutorials for beginners.

iPhone Game Programming: CoreAnimation vs. OpenGL ES

I saw an interesting question being asked by an aspiring iPhone game developer, "Should I use CoreAnimation or OpenGL ES?".

Simple answer:

Core Animation is fine for games where performance is not critical, and for new programmers will likely be easy to use, OpenGL is needed for anything else.

Long Answer:

Core Animation utilizes OpenGL ES, it is high level, and in my testing works fine in situations where performance is critical. 

Dealing With Incorrectly Shaped Textures In OpenGL ES

 As you may know, OpenGL ES requires that supplied textures be created in powers of 2. 

It can be a pain to convert many textures, and not wanting to do so programmer Craig Giles decided to look through some of Apple’s own source code and come up with a solution.  The eventual solution is to stretch the texture until it is a power of two, and then perform an affine transform if the texture ends up exceeding the texture size limitations.