Pro Android games. (2015)
- Record Type:
- Book
- Title:
- Pro Android games. (2015)
- Main Title:
- Pro Android games
- Further Information:
- Note: Massimo Nardone, Vladimir Silva.
- Authors:
- Nardone, Massimo
Silva, Vladimir, 1969- - Contents:
- At a Glance; Introduction; Chapter 1: Welcome to Android Gaming; Setting Up Your Machine; Download and Install the SDK; Configure Android Studio; Installing the Native Development Kit; NDK Install; Install Cygwin; Install MinGW; Install Ant; Creating an Android Emulator; Creating an AVD; Configuring a Real Device; Importing the Source Code into Android Studio; Summary; Chapter 2: Gaming Tricks for Phones or Tablets; Setting Up Windows; Windows System Environment Variables; Configuring Cygwin; Creating the Android Project with Native Support; Application Architecture. Build and Run Your First SDK ApplicationAdd Android Native Support; Main Activity; Compiling the Java Application; Native Library; 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; Multi-touch Tricks; MultiTouchGesture; MultiTouchScreen; TestActivity; Summary; Chapter 3: More Gaming Tricks with OpenGL and JNI; The Power of Mobile Devices; OpenGL the Java Way. Creating Your First OpenGL ProjectCreating an OpenGL and JNI Project; Java Main Activity; Surface View; GL Thread; CubeRenderer Class; Cube Class; 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 Two; Zoom and Draw; Zoom and DrawAt a Glance; Introduction; Chapter 1: Welcome to Android Gaming; Setting Up Your Machine; Download and Install the SDK; Configure Android Studio; Installing the Native Development Kit; NDK Install; Install Cygwin; Install MinGW; Install Ant; Creating an Android Emulator; Creating an AVD; Configuring a Real Device; Importing the Source Code into Android Studio; Summary; Chapter 2: Gaming Tricks for Phones or Tablets; Setting Up Windows; Windows System Environment Variables; Configuring Cygwin; Creating the Android Project with Native Support; Application Architecture. Build and Run Your First SDK ApplicationAdd Android Native Support; Main Activity; Compiling the Java Application; Native Library; 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; Multi-touch Tricks; MultiTouchGesture; MultiTouchScreen; TestActivity; Summary; Chapter 3: More Gaming Tricks with OpenGL and JNI; The Power of Mobile Devices; OpenGL the Java Way. Creating Your First OpenGL ProjectCreating an OpenGL and JNI Project; Java Main Activity; Surface View; GL Thread; CubeRenderer Class; Cube Class; 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 Two; Zoom and Draw; Zoom and Draw Implementation; Hybrid Scaler Rules of Thumb; Summary; Chapter 4: Efficient Graphics and Portability with OpenGL ES; Portability; Handling Immediate Mode; Loading Textures; Display Lists, Server Attributes, and Others; Using Library Wrappers. OpenGL ES CompatibilityOpenGL ES 3.0 and 3.1; Superb Efficiency with OpenGL ES 3.1; 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; Getting the Link Status; Optional: Program Validation and Status; Enabling and Using the Program; Invoking OpenGL ES 3.1 in Android; Project Icosahedron; Reviewing the Shape; Tackling the Project; Manifest; Main Activity; Surface View; Surface Renderer. OpenGL ES 3.1 Configuration ChooserNative Icosahedron; Project Shaders; Scene Initialization; Scene Rendering; Setting the Rotation Speed; Adding Swipe and Multi- Touch Pinch for Zooming; Compiling and Running; Summary; Chapter 5: 3D Shooters for Doom; The Sky Is the Limit with the Java/C Power Combo; Bringing Doom to a Mobile Device; Game Architecture for Doom; Java Main Activity; Creation Handler; Game Layout; Menu and Selection Handlers; Key and Touch Event Handlers; Native Callback Handlers; Graphics Initialization Handler; Image Update Handler; Message Updates; Fatal Error Handler. … (more)
- Edition:
- Third edition
- Publisher Details:
- Berkeley, CA : Apress
- Publication Date:
- 2015
- Copyright Date:
- 2015
- Extent:
- 1 online resource (xxiii, 408 pages), illustrations
- Subjects:
- 794.8/15268
Computer science
Computer games -- Design
Mobile games
GAMES -- Board
Computer games -- Design
Mobile games
Computer Science
Programming Techniques
Programming Languages, Compilers, Interpreters
Computers -- Programming -- General
Computers -- Programming Languages -- General
Computer programming / software development
Programming & scripting languages: general
Computers -- Programming -- Games
Games development & programming
Electronic books - Languages:
- English
- ISBNs:
- 9781484205877
1484205871
9781484205884 - Related ISBNs:
- 148420588X
9781484205884 - Notes:
- Note: Online resource; title from PDF title page (SpringerLink, viewed February 17, 2015).
Note: Print version record. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.368773
- Ingest File:
- 02_347.xml