Let's Play! Build your first Cardboard App (en)
summary
Builds a Cardboard app pipeline that actually works: uses OpenGL ES 3.1 iterative geometry to draw many copies of a cube with one draw call and hit ~60 fps on a Nexus 5, generates landscapes from Perlin noise, and runs live shader editing in a web editor. Toolchain compiles JS with Node/Gulp/Browserify, pushes scripts and geometry over the air via Firebase publish/subscribe, renders in an invisible WebView, and uses Visor for remote viewing and Android Wear as input; phones overheat after ~30 minutes.
AI-written summary · about
chapters (35)
- 0:00Intro
- 2:47Ecosystem
- 4:12Minimum Effective Dose Geometry, math and core 3d concepts
- 4:26Euclidean Space
- 4:44Vertices (plural of...)
- 5:26Primitives
- 5:54Models
- 6:16Transforms
- 6:51Linear Algebra
- 7:34Projections and cameras
- 9:15Simple Lighting Ambient and Diffuse
- 10:04Normals
- 10:36Vertices and OpenGL Attributes Getting ahead of ourselves
- 13:19OpenGL Pipeline
- 15:29Power of Parallel Processing
- 16:22Vanilla Android OpenGL
- 16:53Threading
- 17:31Cardboard SDK
- 19:38Basic Light Model
- 19:53Vertex Shader v2
- 22:47Live Coding Explained
- 24:17Toolchain v1
- 28:23Realtime Reconfiguration
- 28:49Iterative Geometry
- 30:47Deformations
- 32:07Fragment Shader
- 33:22Geometric Possibilities
- 33:46Distance field Texture Maps
- 34:54Full Screen Fragment Rendering
- 36:11Procedural Content Generation
- 37:04Simple Landscape
- 38:47Look Ma, no hands!
- 39:45Tilt-to-Exit
- 40:06Head Tracking
- 40:55ACTIVISION PITFALL! VIDEO GAME CARTRIDGE
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