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Beginning android games / Mario Zechner, Robert Green.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Zechner, Mario.
Contributor:
Green, Robert.
Language:
English
Subjects (All):
Application software--Development.
Application software.
Open source software.
Mobile games.
Android (Electronic resource).
Physical Description:
1 online resource (XVI, 688 p.)
Edition:
2nd ed.
Place of Publication:
[New York, NY] : Apress, c2012.
Language Note:
English
System Details:
text file
Summary:
Beginning Android Games, Second Edition offers everything you need to join the ranks of successful Android game developers, including Android tablet game app development considerations. You'll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android and earlier version compliant smartphones and now tablets. This will give you everything you need to branch out and write your own Android games. The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android Games will help you kick-start your project. This book will guide you through the process of making several example game apps using APIs available in new Android SDK and earlier SDK releases for Android smartphones and tablets: The fundamentals of game development and design suitable for Android smartphones and tablets The Android platform basics to apply those fundamentals in the context of making a game, including new File Manager system and better battery life management The design of 2D and 3D games and their successful implementation on the Android platform This book lets developers see and use some Android SDK Jelly Bean; however, this book is structured so that app developers can use earlier Android SDK releases. This book is backward compatible like the Android SDK. .
Contents:
Title Page; Copyright Page; Dedication Page; Contents at a Glance; Table of Contents; About the Authors; About the Technical Reviewer; Acknowledgments; Introduction; Who This Book Is For; How This Book Is Structured; Downloading the Code; Contacting the Authors; Chapter 1 An Android in Every Home; A Brief History of Android; Fragmentation; The Role of Google; The Android Open Source Project; Google Play; Google I/O; Android's Features and Architecture; The Kernel; The Runtime and Dalvik; System Libraries; The Application Framework; The Software Development Kit; The Developer Community
Devices, Devices, Devices!Hardware; The Range of Devices; The Minimum Practical Target; Cutting-Edge Devices; The Future: Next Generation; Compatibility Across All Devices; Mobile Gaming Is Different; A Gaming Machine in Every Pocket; Always Connected; Casual and Hardcore; Big Market, Small Developers; Summary; Chapter 2 First Steps with the Android SDK; Setting Up the Development Environment; Setting Up the JDK; Setting Up the Android SDK; Installing Eclipse; Installing the ADT Eclipse Plug-In; A Quick Tour of Eclipse; Helpful Eclipse Shortcuts
Creating a New Project in Eclipse and Writing Your CodeCreating the Project; Exploring the Project; Making the Application Compatible with All Android Versions; Writing the Application Code; Running the Application on a Device or Emulator; Connecting a Device; Creating an Android Virtual Device; Installing Advanced Emulator Features; Running an Application; Debugging and Profiling an Application; LogCat and DDMS; Using ADB; Useful Third-Party Tools; Summary; Chapter 3 Game Development 101; Genres: To Each One's Taste; Casual Games; Puzzle Games; Action and Arcade Games; Tower-Defense Games
Social GamesBeyond the Genres; Game Design: The Pen Is Mightier Than the Code; Core Game Mechanics; A Story and an Art Style; Screens and Transitions; Code: The Nitty-Gritty Details; Application and Window Management; Input; File I/O; Audio; The Physics of Sound; Recording and Playback; Audio Quality and Compression; In Practice; Graphics; Of Rasters, Pixels, and Framebuffers; Vsync and Double-Buffering; What Is Color?; Color Models; Encoding Colors Digitally; Image Formats and Compression; Alpha Compositing and Blending; In Practice; The Game Framework; The Game and Screen Interfaces
A Simple ExampleFrame Rate-Independent Movement; Summary; Chapter 4 Android for Game Developers; Defining an Android Application: The Manifest File; The Element; The Element; The Element; The Element; The Element; The Element; Android Game Project Setup in Eight Easy Steps; Google Play Filters; Defining the Icon of Your Game; For Those Coming from iOS/Xcode; Eclipse/ADT vs. Xcode; Locating and Configuring Your Targets; Other Useful Tidbits; Android API Basics; Creating a Test Project
The AndroidBasicsStarter Activity
Notes:
Includes index.
"Build android smartphone and tablet game apps."--Cover.
ISBN:
9781430246787
1430246782
OCLC:
831115700

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