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I have hands on experience in OpenGLES 2.0 , OpenGL and wish to apply the same in a 3D game development in Android. My idea is to develop a Combat game having fighter planes. I am trying to create a 3D mesh for plane. Right now I am creating a model by myself so that I can keep the polycount low.Here z-axis is my reference i.e. the object is symmetric about z-axis. But when I apply rotation the depth test causes the components to look incorrect. Using z-axis as reference will make my ModelView matrix less expensive in terms of computation. How does one typically specify 3D objects in games ? Is .obj a good alternative ?

Also if you guys can provide some basic tutorials that will be great.

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closed as not a real question by msell, Byte56, ClassicThunder, Anko, Trevor Powell Apr 30 '13 at 2:20

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

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How does one typically specify 3D objects in games ? Is .obj a good alternative ?

.obj is one of the easiest 3D formats to parse if you're doing it yourself. You can also export it from just about any modeling software. (I recommend Blender, but whatever you do, definitely don't do it yourself in code).

However, it sounds like you might be just starting out with this stuff, in which case I recommend you find and use a game engine (maybe start here) rather than trying to figure things out on your own. These problems have been solved a million times by thousands of other people, so why not use their work to your advantage?

Just an interesting side-note here:

Using z-axis as reference will make my ModelView matrix less expensive in terms of computation.

I doubt that. It's generally more expensive for the graphics card to do an early-out test that checks for special cases (like z-axis aligned matrices) than it is to just do the multiplication. This is because GPUs are heavily parallel and pipelined, to the point where basically every time you do a branch, both paths are actually executed, and the "wrong" branch path just gets discarded.

At any rate, even if there were a performance benefit, it would not be noticeable at all, even with a very advanced profiler.

My advice is, don't worry about performance until it becomes an issue. Pre-mature optimization is a common trap developers fall into.

Anyway that's my two cents. Good luck!

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Thanks for the pointer ! And sorry guys for incorrect framing of question. –  maverick9888 Apr 30 '13 at 8:16
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