Building Android Games with OpenGL ES
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Building Android Games with OpenGL ES

A comprehensive course exploring the creation of beautiful games with OpenGL ES
2.5 (7 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
104 students enrolled
Created by Packt Publishing
Last updated 1/2015
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Current price: $10 Original price: $85 Discount: 88% off
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  • 1.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Utilise shaders to render the objects in your game
  • Discover how to encode the math functions necessary for games, from matrices to vectors
  • Bring life to the scene through different types of lighting
  • Add textures to objects and spice up the environment with finer details
  • Make the bricks explode using the key functionalities of the particle systems
  • Link different activities together to navigate through the app and create other assets
  • Create the gameplay for Breakout through different input methodsand collision detection
  • Include a high scores table in your game and monetise your product on the Playstore
View Curriculum
  • All you need to do is sharpen your basic Java skills and you are ready to go.

This video course brings to you a great way to learn the use of OpenGL ES and create brilliant games while creating a framework for any future games that you would like to develop. It is enriched with the theoretical foundations of OpenGL ES along with ways to monetize your game so that you can potentially make money through the Play Store.

You will be introduced to the fundamentals of shaders and how they work in OpenGL, gradually moving into the intricacies of rendering a single cube and developing it to add different types of lighting and texturing. You will also see the implementation of particle effects to explode the cube. Finally, after playing with the key technicalities of building a game and developing the engine, you will put it all together to create the classic game from the 1970s, Breakout, and present it with an edge.

This video course is all about learning the ropes of making a fun game with your own engine, and then being able to create it yourself.

About the Author

Amerigo Moscaroli is a junior game developer at Race Yourself, a game development company based in London, that deals with creating augmented reality fitness games for Google Glass. He has been an avid gamer since an early age, leading him to pursue a career developing video games. He has a first class Bachelor’s degree in Computer Games Programming from De Montfort University.

Who is the target audience?
  • If you are looking for a course that will show you how to build Android games using OpenGL ES, you have found it! This video course is just what you need to build your own game for Android devices.
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Curriculum For This Course
39 Lectures
Getting Started with OpenGL ES
4 Lectures 14:53

Refer to instructions to set up Eclipse for OpenGL ES programming. Set the correct SDK settings and recommended emulator settings.

Preview 04:49

Create a simple program using OpenGL ES. Use a renderer to create a colored screen.

Creating an OpenGL ES Environment

Provide an easy introduction to shaders that would give the programmer more control over the graphics.

Creating Your First Shaders

Show how the OpenGL graphics pipeline works. Shaders should necessarily be used in the reader's own programs.

Loading and Compiling the Shaders
OpenGL ES Math
6 Lectures 16:23

Information is vital in game development, so it is important to understand the theory.

OpenGL ES Matrix System

It is important for creating complex games; for instance, the dot product is necessary for applying the lighting effects in our game.

Vector Math

Perspective projection is necessary for 3-D games, and view matrix is needed for a camera.

Projection Matrix and Camera View

It is necessary to create a world matrix. It is needed to transform models and other objects.

Transformation Matrix - Scale and Translate

World matrices are used to transform objects, and it allows for easy transformation.

Transformation Matrix - Rotation and Final

Quaternions allow rotation without Gimbal Lock. It is important for having accurate rotations.

Theory - Quaternions
6 Lectures 16:29

Ambient lighting is easy to understand. It’s part of the final lighting equation.

Ambient Lighting

This allows for better lighting in games and is very important for creating good-looking games.

Diffuse Lighting

This is the final part of the lighting equation, needed for accurate lighting.

Specular Lighting

This is the easiest type of light to create. Also, it is useful for lighting the scene.

Directional Light

The most commonly used light, which is important for level creation.

Preview 02:08

This is another useful light in games.

Spot Light
4 Lectures 08:47

This is necessary for textures. Textures are important for creating good-looking games.

Loading Textures

This is useful to know how to use shaders, and it can help improve the performance.

Creating New Shaders for Texturing

This is needed to actually render textures on objects and is easy to understand.

Preview 01:47

Different methods can affect the performance and can also make textures look better.

Texture Filtering
Particle Systems
4 Lectures 07:35

This improves the performance because of which particles provide better effects.

Shaders for a Particle System

This is needed to have particles in our program. This also allows for having many beautiful effects.

Adding a Particle System

This renders the particles and is necessary for particle creation.

Drawing the Particle System

A user can create many different effects, and it is easy to implement.

Preview 01:49
Breakout – Assets and UI
5 Lectures 12:26

This would make it nice for the user to navigate and is easy to implement.

Menu Screens

This is needed for a good user experience. Plus, it is a necessity for all games.

Game Interface

This is easy to implement and is needed for the game.

Preview 02:02

This is necessary for the game and also useful for creating other games.

Creating the Ball and Paddle

This is easy to implement. and is also necessary for all good games.

Sound Effects
Breakout – Gameplay
6 Lectures 14:46

This is necessary for the game and is good for learning about other games.

Ball Movement

This is useful to understand touch controls and is also easy to implement.

Paddle Input - Touch

Accelerometer controls are useful and easy to understand.

Paddle Input - Accelerometer

This is used to have better performance of collisions and gets better results.

Collisions - Broad Phase

This is necessary for the game and is also good for learning about other games.

Preview 01:43

This is necessary for the game and is also good for learning about other games.

Scoring and Lives
Breakout – Finishing Touches
4 Lectures 11:21

It is a nice feature to have in a game and is easy to implement.

Creating a Local HighScores Table

This is useful to know how to publish a game. It's a good way of making money if monetized.

How to Publish Your Game

Increases the performance of the game and makes consumers happy to have a better product.

Optimization Techniques

It's a good way of making money and is useful to know.

How to Add In-app Purchases
About the Instructor
Packt Publishing
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From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

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