Below you will find OpenGL ES tutorials covering OpenGL ES 2.0, 1.1, 1.0, 1.x, for the Apple iPhone, Google Android, Pocket PC, and Microsoft Windows Mobile. Any of these tutorials cannot be converted from one device to another, but the original device type for each tutorial is listed.
Please note, i have only listed 2 OpenGL ES 2.0 tutorials as there just aren’t many available, there is the OpenGL ES 2.0 Programming Guide which contains a set of OpenGL ES 2.0 tutorials and examples that run on the iPhone. I recommend you do not do anything with OpenGL ES 2.0 until you have a complete grasp of OpenGL ES 1.x.
When two tutorials on the same material, for the same platform were found I only listed the better of the two. If there any tutorials that you believe should be added to the list please post them below.
Box2D is a great physics engine, but while there are some iOS code examples out there – there really aren’t too many tutorials around utilizing the iOS platform that also demonstrate the fundamental principles used by the engine.
I’ve found one tutorial that does a great job of explaining some of the more intermediate Box2D tutorial topics utilizing Cocos2D iPhone – specifically addressing Forces, Ray Casts and Sensors. I previously mentioned the first part of this tutorial which was created using LevelHelper and SpriteHelper (which are not required for this portion of the tutorial).
The tutorial demonstrates the creation of a Kid Icarus style platform game, and utilizes sensors and ray casts so the enemies can attack the game character with intelligence, and applies forces to keep the enemies floating in the air. The tutorial also demonstrates how to create a HUD overlay in Cocos2D for the game menu, and life tracker.
Here’s a video demonstrating the tutorial in action:
Overall, I think it’s a great tutorial on building a platformer. Personally I really never thought of using Box2D for some of the functionality it’s used for in the tutorial, but it definitely makes things easier once you have a basic understanding.