This video podcast produced by NVIDIA discusses performance coding techniques for graphics processing on handheld devices that maximize 3D graphics performance for C++ applications coded using OpenGL ES 1.1. The podcast is fast-paced, and visually compelling, presenting tips on matrix management, vertex lighting, visibility determination, and how to generate convincing volumetric explosions. It brings all the tips together by showing a 64-spaceship battle scene with dynamic lighting and explosions running at 30 fps on a mobile phone. For more on OpenGL ES, visit http://www.khronos.org
Since the explosion is billboarded it could be precomputed back into a single texture animation.
AdamBailey9 9 months ago
Very awesome! I would love to try out these tricks and see what speed boosts I can get.
angelorohit 1 year ago
It's "you're", learn to type
FrankRizzo6662 2 years ago
The fake global illumination looks cool. I'm going to have to try some of these tricks once I get my OpenGL stuff going.
cyborgtroy 2 years ago
It's because cell phones are a pain to develop for.
a PAIN.
cyborgtroy 2 years ago
So this video recommends doing CPU lighting? Or.. something..
cyborgtroy 3 years ago
Pandora supports OGL ES 2.0 IIRC. Sadly, it is quite expensive and still being produced. [Designed, not quite all shipped]
cyborgtroy 3 years ago
Look this for the gp2x wiz, it will have opengl 1.1 es capable hardware!
jordicoma 3 years ago
how do you egt opengl support your pc
icyresh2 3 years ago
Well if phones can do all of this with suhc high framerate, why are the only games i know of are snake, tetris, zuma, and other shit lol. I'd love an awesome 3D game racer or something on my phone lol.
AndyGoRAWR 3 years ago