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999 _c9047
_d9047
001 17806765
005 20210110112537.0
008 130710t20122012nyua 001 0 eng
010 _a 2013409767
020 _a9781430246770 (paperback)
020 _z9781430246787 (electronic)
040 _aDLC
_beng
_cDLC
_erda
_dDLC
042 _apcc
050 0 0 _aQA76.76.A65
_bZ43 2012
082 0 0 _a005.3
_223
_bZ.M.B
100 1 _aZechner, Mario,
_eauthor.
245 1 0 _aBeginning Android games /
_cMario Zechner, Robert Green.
246 3 _aAndroid games
250 _aSecond edition.
264 1 _a[New York] :
_bApress,
_c[2012]
264 4 _c©2012.
300 _axxvii, 688 pages :
_billustrations ;
_c24 cm
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
500 _a"Build Android smartphone and tablet game apps"--Front cover.
500 _acomputer bookfair2015
500 _aIncludes index.
505 0 _a• 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
505 0 _aChapter 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
630 0 0 _aAndroid (Electronic resource)
650 0 _aApplication software
_xDevelopment.
_9968
650 0 _aMobile games.
650 0 _aOpen source software.
_913559
700 1 _aGreen, Robert
_c(Game developer),
_eauthor.
856 _3Abstract
_uhttp://repository.fue.edu.eg/xmlui/handle/123456789/3601
906 _a7
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_corignew
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942 _2ddc
_cBK