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Pro Android games / Vladimir Silva.
- Format:
- Book
- Author/Creator:
- Silva, Vladimir, 1969-
- Language:
- English
- Subjects (All):
- Application software--Development.
- Application software.
- Open source software.
- Mobile games.
- Android (Electronic resource).
- Physical Description:
- 1 online resource (405 p.)
- Edition:
- 2nd ed.
- Place of Publication:
- [Berkeley, Calif.] : Apress, 2012.
- Language Note:
- English
- System Details:
- text file
- Summary:
- In the last few years, Android has progressed with the debut of better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, improved battery management techniques, and now Google TV Android Apps for the Android game app developer repertoire. With actionable real-world source, Pro Android Games, Second Edition shows you how to build more sophisticated and addictive Android games, by leveraging the power of these recent advancements found in the new Android Jelly Beans development platform as well as those you've counted on in earlier releases. Multi-touch code gives these games and their players dynamic input and exchange ability, for a more realistic arcade game experience. Faster and better performance offers game players a more seamless, fun arcade experience like never before on Android. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting both productive and efficient with gains in app performance. *** NOTE: This book published previously as Advanced Android 4 Games. This edition covers game development for all Android SDK versions up to Jelly Bean / Android SDK 4.1. Pro Android Games, Second Edition features the following improvements: Updates to the latest version of the Android SDK, NKD, plus the latest Eclipse IDE. Greater focus on tablets the ever changing device resolutions, and hardware specs. Native game development and hardware accelerated graphics. Bigger and Better Real World Engines, such as Quake I and II Plus an oldie from the previous edition: Doom Coverage of the new smart TV APIs (Google TV), UI, UX, multi-touch and multi-tasking features available with Android Jelly Bean. A look into the future with augmented reality Advanced techniques for improving your game playing experience including better multi-tasking, improved performance optimization, battery management and more. A "Quake 3D"-like game app case study You’ll definitely have fun, and perhaps you’ll even make some money. Enjoy!
- Contents:
- Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Introduction; The Green Robot Has Taken Over; Target Audience; Needed Skills to Make the Most of this Book; A Solid Foundation of Android; A Basic Knowledge of Linux and Shell Scripting; Required Hardware and Software; A Windows or Linux PC with a Java SDK, Properly Installed; Eclipse IDE and Android SDK, Properly Installed; Native Development Kit (NDK); Chapter Source; What Makes This Book Unique?; What's Changed Since the Last Edition?; Android SDK Compatibility; Chapter 1
- Chapter 2Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Contacting the Author; Chapter 1: Welcome to the World of the Little Green Robot; Setting Up Your Machine; Download and Install the SDK; Configure Your Eclipse; Installing the Native Development Kit; NDK Install; Install Cygwin; Creating an Android Emulator; Installing Android 4.1; Creating an AVD; Configuring a Real Device; Importing the Source Code into Eclipse; Summary; Chapter 2: Gaming Tricks for Phones or Tablets; Compiling Native Code in Android; Creating the Android Project with Native Support
- Application ArchitectureMain Activity; Native Interface; Native Library; Converting a Java Array of Strings into a C Array; Getting the Size of a Java Array; Invoking a Java Static Void Method; Defining a Variable-Arguments Function in C; Compiling the Shared Library; Testing the App on a Device; Java Wrappers for C/C++ Event Handling; Handling Audio Independently; Cascading Video Events; Pure Software Renderer; Mixed or Hybrid Renderer; Pure Hardware; Cascading Key Events; Cascading Touch Events; Multitouch Tricks; MultiTouchGesture; MultiTouchScreen; TestActivity; Summary
- Chapter 3: More Gaming Tricks with OpenGL and JNIThe Power of Mobile Devices; OpenGL the Java Way; Creating a Project; Java Main Activity; Surface View; GL Thread; CubeRenderer Class; Cube Class; OpenGL the Native Way; Main Activity; Native Interface Class; Changes to the Original Cubes Sample; Native Cube Renderer; Scene Initialization; Drawing Frames; Java Callback; Native Interface Function; Native Cube; Compiling and Running the Sample; Scaling Video Buffers with Hybrid OpenGL ES; Why Use Hybrid Scaling?; Initializing the Surface; Drawing into the Texture
- When the Image is not a Power of TwoZoom and Draw; Zoom and Draw Implementation; Hybrid Scaler Rules of Thumb; Summary; Chapter 4: Efficient Graphics and Portability with OpenGL ES 2.0; Portability; Handling Immediate Mode; Loading Textures; Display Lists, Server Attributes, and Others; Using Library Wrappers; Superb Efficiency with OpenGL ES 2.0; Shaders; Vertex Shaders; Fragment Shaders; Geometry Shaders; GLSL; Vertex Shader Language (VSL); Fragment Shader Language (FSL); Anatomy of a Shader; Creating the Shader Program; Loading the Shader; Attaching to the Shader
- Linking the Shader Program
- Notes:
- Includes index.
- ISBN:
- 9781430247982
- 1430247983
- OCLC:
- 831115669
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