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Beginning Android games / Mario Zechner, Robert Green.

By: Contributor(s): Material type: TextTextPublisher: [New York] : Apress, [2012]Copyright date: ©2012Edition: Second editionDescription: xxvii, 688 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781430246770 (paperback)
Other title:
  • Android games
Subject(s): DDC classification:
  • 005.3 23 Z.M.B
LOC classification:
  • QA76.76.A65 Z43 2012
Online resources:
Contents:
• Title • Dedication • Contents at a Glance • Contents • About the Authors • About the Technical Reviewer • Acknowledgments • Introduction • Chapter 1: An Android in Every Home 1. A Brief History of Android 2. Fragmentation 3. The Role of Google 4. Android’s Features and Architecture 5. The Software Development Kit 6. The Developer Community 7. Devices, Devices, Devices! 8. Compatibility Across All Devices 9. Mobile Gaming Is Different 10. Summary • Chapter 2: First Steps with the Android SDK 1. Setting Up the Development Environment 2. Creating a New Project in Eclipse and Writing Your Code 3. Running the Application on a Device or Emulator 4. Debugging and Profiling an Application 5. Useful Third-Party Tools 6. Summary • Chapter 3: Game Development 101 1. Genres: To Each One’s Taste 2. Game Design: The Pen Is Mightier Than the Code 3. Code: The Nitty-Gritty Details 4. Summary • Chapter 4: Android for Game Developers 1. Defining an Android Application: The Manifest File 2. For Those Coming from iOS/Xcode 3. Android API Basics 4. Best Practices 5. Summary • Chapter 5: An Android Game Development Framework 1. Plan of Attack 2. The AndroidFileIO Class 3. AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom! 4. AndroidInput and AccelerometerHandler 5. CompassHandler 6. AndroidGraphics and AndroidPixmap: Double Rainbow 7. AndroidGame: Tying Everything Together 8. Summary • Chapter 6: Mr. Nom Invades Android 1. Creating the Assets 2. Setting Up the Project 3. MrNomGame: The Main Activity 4. The Main Menu Screen 5. The HelpScreen Classes 6. The High-Scores Screen 7. Abstracting the World of Mr. Nom: Model, View, Controller 8. The GameScreen Class 9. Summary • Chapter 7: OpenGL ES: A Gentle Introduction 1. What Is OpenGL ES and Why Should I Care? 2. Before We Begin 3. GLSurfaceView: Making Things Easy Since 2008 4. GLGame: Implementing the Game Interface 5. Look Mom, I Got a Red Triangle! 6. Specifying Per-Vertex Color 7. Texture Mapping: Wallpapering Made Easy 8. Indexed Vertices: Because Re-use Is Good for You 9. Alpha Blending: I Can See Through You 10. More Primitives: Points, Lines, Strips, and Fans 11. 2D Transformations: Fun with the Model-View Matrix 12. Optimizing for Performance 13. Summary • Chapter 8: 2D Game Programming Tricks 1. Before We Begin 2. In the Beginning . . . There Was the Vector 3. A Little Physics in 2D 4. Collision Detection and Object Representation in 2D 5. A Camera in 2D 6. Texture Atlas: Because Sharing Is Caring 7. Texture Regions, Sprites, and Batches: Hiding OpenGL ES 8. Sprite Animation 9. Summary
Chapter 9: Super Jumper: A 2D OpenGL ES Game Core Game Mechanics Developing a Backstory and Choosing an Art Style Defining Screens and Transitions Defining the Game World Creating the Assets Implementing Super Jumper To Optimize or Not to Optimize Summary Chapter 10: OpenGL ES: Going 3D Before We Begin Vertices in 3D Perspective Projection: The Closer, the Bigger Z-buffer: Bringing Order to Chaos Defining 3D Meshes Matrices and Transformations, Again Summary Chapter 11: 3D Programming Tricks Before We Begin Vectors in 3D Lighting in OpenGL ES Mipmapping Simple Cameras Loading Models A Little Physics in 3D Collision Detection and Object Representation in 3D Summary Chapter 12: Android Invaders: The Grand Finale Core Game Mechanics Developing a Backstory and Choosing an Art Style Defining Screens and Transitions Defining the Game World Creating the Assets Plan of Attack The Assets Class The Settings Class The Main Activity The Main Menu Screen The Settings Screen The Simulation Classes The GameScreen Class The WorldRender Class Optimizations Summary Chapter 13: Going Native with the NDK What Is the Android NDK? The Java Native Interface Setting Up the NDK Setting Up an NDK Android Project Creating Java Native Methods Creating the C/C++ Header and Implementation Building the Shared Library Putting It All Together Summary Chapter 14: Marketing and Monetizing Monetizing Your Game Getting Your Game Discovered Monetizable by Design Discoverable by Design Summary Chapter 15: Publishing Your Game A Word on Testing Becoming a Registered Developer Signing Your Game’s APK Putting Your Game on Google Play More On The Developer Console Summary Chapter 16: What’s Next? Location Awareness Multiplayer Functionality OpenGL ES 2.0/3.0 and More Frameworks and Engines Resources on the Web Closing Words Index
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"Build Android smartphone and tablet game apps"--Front cover.

computer bookfair2015

Includes index.

• Title
• Dedication
• Contents at a Glance
• Contents
• About the Authors
• About the Technical Reviewer
• Acknowledgments
• Introduction
• Chapter 1: An Android in Every Home
1. A Brief History of Android
2. Fragmentation
3. The Role of Google
4. Android’s Features and Architecture
5. The Software Development Kit
6. The Developer Community
7. Devices, Devices, Devices!
8. Compatibility Across All Devices
9. Mobile Gaming Is Different
10. Summary
• Chapter 2: First Steps with the Android SDK
1. Setting Up the Development Environment
2. Creating a New Project in Eclipse and Writing Your Code
3. Running the Application on a Device or Emulator
4. Debugging and Profiling an Application
5. Useful Third-Party Tools
6. Summary
• Chapter 3: Game Development 101
1. Genres: To Each One’s Taste
2. Game Design: The Pen Is Mightier Than the Code
3. Code: The Nitty-Gritty Details
4. Summary
• Chapter 4: Android for Game Developers
1. Defining an Android Application: The Manifest File
2. For Those Coming from iOS/Xcode
3. Android API Basics
4. Best Practices
5. Summary
• Chapter 5: An Android Game Development Framework
1. Plan of Attack
2. The AndroidFileIO Class
3. AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!
4. AndroidInput and AccelerometerHandler
5. CompassHandler
6. AndroidGraphics and AndroidPixmap: Double Rainbow
7. AndroidGame: Tying Everything Together
8. Summary
• Chapter 6: Mr. Nom Invades Android
1. Creating the Assets
2. Setting Up the Project
3. MrNomGame: The Main Activity
4. The Main Menu Screen
5. The HelpScreen Classes
6. The High-Scores Screen
7. Abstracting the World of Mr. Nom: Model, View, Controller
8. The GameScreen Class
9. Summary
• Chapter 7: OpenGL ES: A Gentle Introduction
1. What Is OpenGL ES and Why Should I Care?
2. Before We Begin
3. GLSurfaceView: Making Things Easy Since 2008
4. GLGame: Implementing the Game Interface
5. Look Mom, I Got a Red Triangle!
6. Specifying Per-Vertex Color
7. Texture Mapping: Wallpapering Made Easy
8. Indexed Vertices: Because Re-use Is Good for You
9. Alpha Blending: I Can See Through You
10. More Primitives: Points, Lines, Strips, and Fans
11. 2D Transformations: Fun with the Model-View Matrix
12. Optimizing for Performance
13. Summary
• Chapter 8: 2D Game Programming Tricks
1. Before We Begin
2. In the Beginning . . . There Was the Vector
3. A Little Physics in 2D
4. Collision Detection and Object Representation in 2D
5. A Camera in 2D
6. Texture Atlas: Because Sharing Is Caring
7. Texture Regions, Sprites, and Batches: Hiding OpenGL ES
8. Sprite Animation
9. Summary

Chapter 9: Super Jumper: A 2D OpenGL ES Game
Core Game Mechanics
Developing a Backstory and Choosing an Art Style
Defining Screens and Transitions
Defining the Game World
Creating the Assets
Implementing Super Jumper
To Optimize or Not to Optimize
Summary
Chapter 10: OpenGL ES: Going 3D
Before We Begin
Vertices in 3D
Perspective Projection: The Closer, the Bigger
Z-buffer: Bringing Order to Chaos
Defining 3D Meshes
Matrices and Transformations, Again
Summary
Chapter 11: 3D Programming Tricks
Before We Begin
Vectors in 3D
Lighting in OpenGL ES
Mipmapping
Simple Cameras
Loading Models
A Little Physics in 3D
Collision Detection and Object Representation in 3D
Summary
Chapter 12: Android Invaders: The Grand Finale
Core Game Mechanics
Developing a Backstory and Choosing an Art Style
Defining Screens and Transitions
Defining the Game World
Creating the Assets
Plan of Attack
The Assets Class
The Settings Class
The Main Activity
The Main Menu Screen
The Settings Screen
The Simulation Classes
The GameScreen Class
The WorldRender Class
Optimizations
Summary
Chapter 13: Going Native with the NDK
What Is the Android NDK?
The Java Native Interface
Setting Up the NDK
Setting Up an NDK Android Project
Creating Java Native Methods
Creating the C/C++ Header and Implementation
Building the Shared Library
Putting It All Together
Summary
Chapter 14: Marketing and Monetizing
Monetizing Your Game
Getting Your Game Discovered
Monetizable by Design
Discoverable by Design
Summary
Chapter 15: Publishing Your Game
A Word on Testing
Becoming a Registered Developer
Signing Your Game’s APK
Putting Your Game on Google Play
More On The Developer Console
Summary
Chapter 16: What’s Next?
Location Awareness
Multiplayer Functionality
OpenGL ES 2.0/3.0 and More
Frameworks and Engines
Resources on the Web
Closing Words
Index

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