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Displaying results 1 to 15 of 15.

  1. Mastering Android game development with Unity
    exploit the advanced concepts of Unity to develop intriguing, high-end Android games
    Published: 2017
    Publisher:  Packt Publishing, Birmingham, UK

    Fachhochschule Dortmund, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781785282942
    Subjects: Computerspiel; App <Programm>; Unity 5
    Other subjects: Unity (Electronic resource); Android (Electronic resource); Computer games; Computer games / Design; Computer games / Programming
    Scope: 1 Online-Ressource (III, 332 Seiten), Illustrationen
  2. AndEngine for Android game development cookbook
    Published: 2013
    Publisher:  Packt Pub., Birmingham, UK

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849518994; 1849518998; 184951898X; 9781849518987
    Subjects: Android (Electronic resource); Android (Electronic resource); COMPUTERS / Programming / Microsoft Programming; Application software / Development; Computer games / Programming; Array; Android <Systemplattform>; Computerspiel; Programmierung
    Scope: 1 online resource (1 volume), illustrations
    Notes:

    Online resource; title from cover (Safari, viewed Feb. 25, 2013)

    A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. ""AndEngine for Android Game Development Cookbook"" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires

  3. Beginning Android tablet games programming
    Published: c2011
    Publisher:  Apress, New York, NY

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    RVK Categories: ST 324
    Subjects: Android (Electronic resource); Application software / Development; Computerspiel; Anwendungssoftware; Tablet PC; Programmierung; Android <Systemplattform>
    Scope: xi, 187 p., ill., 24 cm
    Notes:

    Includes index

  4. Beginning Android tablet games programming
    Published: 2011
    Publisher:  Apress, New York, NY

    Universitätsbibliothek Bayreuth
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    Hochschule München, Bibliothek
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    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430238539
    Other identifier:
    RVK Categories: ST 326 ; ST 261 ; ST 232
    Subjects: Android (Electronic resource); Application software / Development; Programmierung; Android <Systemplattform>; Tablet PC; Computerspiel; Anwendungssoftware
    Scope: 1 Online-Ressource
  5. Beginning Android 3D game development
    Author: Chin, Robert
    Published: 2014
    Publisher:  Apress, [New York]

    Beginning Android3D Game Developmentis a unique book for today's Android and game app developers who want to learn how to build 3D game appsthat run on the latest Android KitKat platform using Java and OpenGL ES. ADrone Grid game case study is... more

    Berliner Hochschule für Technik, Hochschulbibliothek
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    Beginning Android3D Game Developmentis a unique book for today's Android and game app developers who want to learn how to build 3D game appsthat run on the latest Android KitKat platform using Java and OpenGL ES. ADrone Grid game case study is included

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781430265474; 1430265477
    Subjects: Android (Electronic resource); Computer games / Design; Computer games / Programming; Computer games; Computer games; Computer games; Computerspiel; Android <Systemplattform>
    Scope: xxiv, 465 pages, illustrations, 24 cm
    Notes:

    Includes index

  6. Pro Android games
    [create and port cool games like Space Blaster, classic Asteroids, Doom and Wolfenstein 3D using Android]
    Published: 2009
    Publisher:  Apress, [Berkeley, Calif.] ; Springer, New York, NY

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781430226475; 1430226471; 9781430226482
    RVK Categories: ST 320 ; ST 232
    Series: Books for professionals by professionals
    Subjects: Application software; Open source software; Mobile games; Android (Electronic resource); Computer science
    Scope: XVI, 298 S., Ill.
  7. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  J. Wiley & Sons., Inc, Chichester, U.K

    Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    e-Book Academic Complete
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    ProQuest Academic Complete
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    ProQuest Academic Complete
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    eBook ProQuest
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    Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps. Intro -- Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0 -- Contents -- Introduction -- Chapter 1: Getting Started -- Software Requirements -- For iOS Developers -- For Android Developers -- Downloading the Book's SDK -- Importing Projects -- For iOS Developers -- For Android Developers -- The Template -- Summary -- Chapter 2: Setting Up Your Graphic Projections -- The Three Basic Types of Projections -- Orthographic 2D Projection -- Program and Project Initialization -- Vertex and Fragment Shader -- Linking a Shader Program -- The Drawing Code -- Orthographic Projection -- Getting Orthographic -- Perspective Projection -- Summary -- Chapter 3: Dealing With Complex Geometry -- The Wavefront File Format -- Cube.obj -- Cube.mtl -- Preparing the OBJ Viewer Code -- Loading an OBJ -- Building the Shaders -- The Vertex Shader -- The Fragment Shader -- Vertex Buffer Object -- Storing the Vertex Data -- Building the Vertex Data Array VBO -- Building the Element Array VBO -- Building the VAO -- Rendering Momo -- Handling Touche -- Per-Vertex Lighting -- Vertex Shader Light Calculation -- Modifying the Fragment Shader -- More Uniforms -- Making Momo Furrier -- Loading the Texture -- Adjusting the Vertex Data -- Adding UV Support to the Vertex Shader -- Adding Texture Support to Your Fragment Shader -- Binding the Texture -- Summary -- Chapter 4: Building a Scene -- Handling Multiple Objects -- The Code Structure -- Loading and Drawing the Scene -- The Shaders Code -- The Different Object Types -- The Drawing Sequence -- Fixing the Scene -- Uber Shader -- Using Your Uber Shader -- Render Loop Objects Categorization -- Double-Sided -- Per-Pixel Lighting -- Making the Vertex Shader Even Fatter -- Getting the Fragment Shader More Uber -- Wrapping up the Implementation -- Summary -- Chapter 5: Optimization -- The Base App.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781119976264; 9781119975915
    RVK Categories: ST 324 ; ST 320
    Edition: Online-Ausg.
    Series: Wrox programmer to programmer
    Subjects: Computer games; Application software; Mobile computing; Computer games -- Programming; Android (Electronic resource); Application software ; Development; Computer games ; Programming; iOS (Electronic resource); Mobile computing; OpenGL; Electronic books
    Other subjects: Android (Electronic resource); Array; Array; Array; Mobile computing; OpenGL; iOS (Electronic resource)
    Scope: Online-Ressource (xxii, 286 p.), ill.
    Notes:

    Includes index. - Electronic reproduction; Palo Alto, Calif; ebrary; 2011; Available via World Wide Web; Access may be limited to ebrary affiliated libraries

    Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0; Contents; Introduction; Chapter 1: Getting Started; Software Requirements; For iOS Developers; For Android Developers; Downloading the Book's SDK; Importing Projects; For iOS Developers; For Android Developers; The Template; Summary; Chapter 2: Setting Up Your Graphic Projections; The Three Basic Types of Projections; Orthographic 2D Projection; Program and Project Initialization; Vertex and Fragment Shader; Linking a Shader Program; The Drawing Code; Orthographic Projection; Getting Orthographic; Perspective Projection

    SummaryChapter 3: Dealing With Complex Geometry; The Wavefront File Format; Cube.obj; Cube.mtl; Preparing the OBJ Viewer Code; Loading an OBJ; Building the Shaders; The Vertex Shader; The Fragment Shader; Vertex Buffer Object; Storing the Vertex Data; Building the Vertex Data Array VBO; Building the Element Array VBO; Building the VAO; Rendering Momo; Handling Touche; Per-Vertex Lighting; Vertex Shader Light Calculation; Modifying the Fragment Shader; More Uniforms; Making Momo Furrier; Loading the Texture; Adjusting the Vertex Data; Adding UV Support to the Vertex Shader

    Adding Texture Support to Your Fragment ShaderBinding the Texture; Summary; Chapter 4: Building a Scene; Handling Multiple Objects; The Code Structure; Loading and Drawing the Scene; The Shaders Code; The Different Object Types; The Drawing Sequence; Fixing the Scene; Uber Shader; Using Your Uber Shader; Render Loop Objects Categorization; Double-Sided; Per-Pixel Lighting; Making the Vertex Shader Even Fatter; Getting the Fragment Shader More Uber; Wrapping up the Implementation; Summary; Chapter 5: Optimization; The Base App; Triangles to Triangle Strips; Building Triangle Strips

    Texture OptimizationAdding 16-Bit Texture Conversion; PVR Texture Compression; Faking Details; Bump Mapping Implementation; Precision Qualifiers Optimization; The Normal Map Lighting Calculation; Adding Specularity; Geometry and Shaders LOD; Texture Atlas; Managing States in Software; Automatic Shader Optimization; Summary; Chapter 6: Real-Time Physics; Types of Physical Objects; Physics Shapes; Using Bullet; Hello Physics; Collision Callbacks, Triggers, and Contacts; Contact-Added Callback; Near Callback; Contact Points; 2D Physics; More Shapes!; Building the Physical Objects

    Camera TrackingUser Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!; The Camera Frustum; How to Build the Frustum; Frustum Clipping Implementation; More Clipping Functions; Camera Fly Mode; First-Person Camera with Collision Detection; 3D Camera Tracking; Third-Person Camera with Collision; Summary; Chapter 8: Pathfinding; Recast and Detour; Navigation; Creating the Navigation Mesh; 3D Physics Picking; Player's Auto Drive; Visualizing the Way Points; Catch Me If You Can!; Know Your Enemy; Game State Logic; Summary

    Chapter 9: Audio and Other Cool Game Programming Stuff

  8. Learning Java by building android games
    get ready for a fun-filled experience of learning Java by developing games for the Android platform
    Author: Horton, John
    Published: 2015
    Publisher:  Packt, Birmingham

    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
    No inter-library loan
    Saarländische Universitäts- und Landesbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781784393847; 9781784398859
    Edition: Online-Ausg.
    Series: Community Experience Distilled
    Subjects: Java (Computer program language); Android (Electronic resource)
    Scope: Online-Ressource (392 S.), Ill.
    Notes:

    Includes index. - Description based on online resource; title from PDF title page (ebrary, viewed February 11, 2015)

  9. Learning Java by building Android games
    learn Java and Android from scratch by building six exciting games
    Author: Horton, John
    Published: 2018
    Publisher:  Packt Publishing, Birmingham, UK

    Fachhochschule Dortmund, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781788836722
    Edition: Second edition
    Subjects: Computerspiel; App <Programm>; Android 9
    Other subjects: Android (Electronic resource); Application software / Development; Java (Computer program language)
    Scope: 1 Online-Ressource (XXVI, 741 Seiten), Illustrationen
  10. Beginning Android games development
    from beginner to pro
    Published: [2020]
    Publisher:  Apress, New York

    "Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You... more

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    "Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You will learn the basics needed to join the ranks of successful Android game app developers. The book starts with game design fundamentals using Canvas and Android SDK 10 or earlier programming basics. You then will progress toward creating your own basic game engine and playable game apps that work on Android 10 or earlier smartphones and tablets. You take your game through the chapters and topics in the book to learn different tools such as OpenGL ES. And you will learn about publishing and marketing your games to monetize your creation. You will: Gain knowledge on the fundamentals of game programming in the context of Android; Use Android's APIs for graphics, audio, and user input to reflect those fundamentals; Develop two 2D games from scratch, based on Canvas API and OpenGL ES; Create a full-featured 3D game; Publish your games, get crash reports, and support your users; Complete your own playable 2D OpenGL games."--Publisher's description

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781484261200; 1484261208
    Edition: Fourth edition
    Subjects: Softwareentwicklung; Programmierung; Android <Systemplattform>; App <Programm>; Anwendungssoftware; Computerspiel; Online-Spiel
    Other subjects: Android (Electronic resource); Android (Electronic resource); Mobile games / Design; Application software / Development; Open source software; MATHEMATICS / General; Application software / Development; Mobile games; Open source software
    Scope: xvii, 364 Seiten, Illustrationen, 24 cm
    Notes:

    Includes index

    Chapter 1: Setup -- Chapter 2: Project Basics -- Chapter 3: Android Studio -- Chapter 4: What's in an Android Application? -- Chapter 5: Introduction to Game Development -- Chapter 6: Building the Crazy Eights Game -- Chapter 7: Building the Balloon Popper Game -- Chapter 8: Testing and Debugging -- Chapter 9: Introduction to OpenGL ES -- Chapter 10: Monetization -- Chapter 11: Publishing the Game -- Chapter 12: What's Next

  11. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  Wiley, Chichester

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/135
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A MAR 49091
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Dat 300 55
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 5018
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    Universitätsbibliothek Ilmenau
    INF ST 321 O54 M389
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1119975913; 9781119975915
    Other identifier:
    9781119975915
    RVK Categories: ST 320 ; ST 324
    Edition: 1. publ.
    Series: Wrox programmer to programmer
    Subjects: Computerspiel; OpenGL; iOS; Android <Systemplattform>;
    Other subjects: Android (Electronic resource); Array; Array; Array; Mobile computing; OpenGL; iOS (Electronic resource)
    Scope: XXII, 286 S., Ill., 24 cm
  12. Sams teach yourself Java
    in 21 days ; (covers Java 7 and Android)
    Published: c 2013
    Publisher:  Sams, Indianapolis, Ind.

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 7704
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    Universitätsbibliothek Leipzig
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    Hochschule Mannheim, Hochschulbibliothek
    ST 250 J35 286
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0672335743; 9780672335747
    RVK Categories: ST 250
    Edition: 6. ed.
    Series: Sams teach yourself
    Subjects: Java (Computer program language); Android (Electronic resource)
    Scope: XVI, 698 S., Ill., 23 cm
    Notes:

    Includes index

  13. Advanced Android 4 games
    Published: c2012
    Publisher:  Apress, [New York]

    Wolfenstein 3D'-like and 'Doom'-like game apps are some of the classic Android games presented in the original edition of this book. Since their release, Android has progressed with the debut of Android 4.0, adding better fonts, new User Interface... more

    Hochschulbibliothek Friedensau
    Online-Ressource
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    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
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    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
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    Wolfenstein 3D'-like and 'Doom'-like game apps are some of the classic Android games presented in the original edition of this book. Since their release, Android has progressed with the debut of Android 4.0, adding better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, and much more to the Android game app development repertoire.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 pl

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1306161185; 9781306161183; 9781430240600
    RVK Categories: ST 232 ; ST 261 ; ST 326
    Subjects: Application software; Open source software; Mobile games; Application software -- Development; Android (Electronic resource); Application software ; Development..; Mobile games..; Open source software; Electronic books
    Scope: Online-Ressource
    Notes:

    Includes index

    Title from title screen

    Title Page; Copyright Page ; Table of Contents ; About the Author; About the Technical Reviewers; Acknowledgment; Introduction; The Green Robot Has Taken Off; Who's the Target Audience?; Skills Needed to Make the Most of This Book; A Solid Foundation of Android; A Basic Knowledge of Linux and Shell Scripting; What Hardware/Software Will You Need?; 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 1Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 1 Welcome to the World ofthe 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; Creating an AVD; Configuring a Real Device; Summary; Chapter 2 Gaming Tricks for Phonesor Tablets; Compiling Native Code in Android; Creating the Android Project with Native Support; Application Architecture; Main Activity; Native Interface; Native Library

    Converting a Java Array of Strings into a C ArrayGetting 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; Bluetooth Controllers (Zeemote); Summary; Chapter 3 More Gaming Trickswith OpenGL and JNI

    The Power of Mobile DevicesOpenGL the Java Way; Creating a Project; Java Main Activity; Surface View; GL Thread; Cube Renderer; Cube Class; OpenGL the Native Way; Main Activity; Native Interface Class; Changes to the Original 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; What Happens when the Image is not a Power of Two; Zoom and Draw; Zoom and Draw Implementation

    Hybrid Scaler Rules of ThumbSummary; Chapter 4 Efficient Graphics withOpenGL ES 2.0; OpenGL ES 2.0 and Android; 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 2.0 in Android; Project Icosahedron; Reviewing the Shape; Tackling the Project; Manifest; Activity; Surface View

    Surface Renderer

  14. Beginning Android 4 Games Development
    Published: 2011; ©2011
    Publisher:  Apress L. P., Berkeley, CA

    Aims to be first Android 4 Games book to market Updates this strong or bestselling Android games book Android technology is hot and now the world's leading mobile platform, according to Gartner. Title Page -- Copyright Page -- Contents at a Glance --... more

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    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan
    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
    No inter-library loan

     

    Aims to be first Android 4 Games book to market Updates this strong or bestselling Android games book Android technology is hot and now the world's leading mobile platform, according to Gartner. Title Page -- Copyright Page -- Contents at a Glance -- Table of Contents -- About the Authors -- Acknowledgments -- Introduction -- A Word About the Target Audience -- How This Book Is Organized -- Getting the Source Code -- Chapter 1: Android, the New Kid on the Block -- A Brief History of Android -- Fragmentation -- The Role of Google -- The Android Open Source Project -- The Android Market -- Challenges, Device Seeding, and 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 -- Game Controllers -- 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 -- Hello World, Android Style -- Creating the Project -- Exploring the Project -- Writing the Application Code -- Running and Debugging Android Applications -- Connecting a Device -- Creating an Android Virtual Device -- Running an Application -- Debugging an Application -- LogCat and DDMS -- Using ADB -- Summary -- Chapter 3: Game Development 101 -- Genres: To Each One's Taste -- Casual Games -- Puzzle Games -- Action and Arcade Games -- Tower-Defense Games -- Innovation -- Game Design: The Pen Is Mightier Than the Code -- Core Game Mechanics -- A Story and an Art Style -- Screens and Transitions.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Green, Robert (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430239888
    RVK Categories: ST 261 ; ST 320 ; ST 324 ; ST 326
    Subjects: Android (Electronic resource); Application software -- Development; Open source software; Mobile games; Android (Electronic resource); Application software ; Development..; Open source software..; Mobile games; Electronic books
    Scope: 1 online resource (684 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

    Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Authors; Acknowledgments; Introduction; A Word About the Target Audience; How This Book Is Organized; Getting the Source Code; Chapter 1: Android, the New Kid onthe Block; A Brief History of Android; Fragmentation; The Role of Google; The Android Open Source Project; The Android Market; Challenges, Device Seeding, and 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; Game Controllers; 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; Hello World, Android Style

    Creating the ProjectExploring the Project; Writing the Application Code; Running and Debugging Android Applications; Connecting a Device; Creating an Android Virtual Device; Running an Application; Debugging an Application; LogCat and DDMS; Using ADB; Summary; Chapter 3: Game Development 101; Genres: To Each One's Taste; Casual Games; Puzzle Games; Action and Arcade Games; Tower-Defense Games; Innovation; 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

    InputFile 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 Example; Frame 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 ElementAndroid Game Project Setup in Ten Easy Steps; Market Filters; Defining the Icon of Your Game; Android API Basics; Creating aTest Project; The AndroidBasicsStarter Activity; Starting Activities Programmatically; Creating the Test Activities; The Activity Life Cycle; In Theory; In Practice; Input Device Handling; Getting (Multi-)Touch Events; Processing Single-Touch Events; Processing Multitouch Events; Pointer IDs and Indices; The Action Mask and More Event Types; In Practice; Processing Key Events; Reading the Accelerometer State; Reading the Compass State; File Handling

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  15. Beginning Android Tablet Games Programming
    Published: 2011; ©2011
    Publisher:  Apress L. P., Berkeley, CA

    First book on Android Tablet Games Programming Explores touch screen programming for games Introduces in-app marketing for games programmers Teaches games programming from Pong to artificial intelligence Introduces multicore programming on the... more

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    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
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    First book on Android Tablet Games Programming Explores touch screen programming for games Introduces in-app marketing for games programmers Teaches games programming from Pong to artificial intelligence Introduces multicore programming on the Android operating system. Title Page -- Copyright Page -- Contents at a Glance -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- CHAPER 1 Setting Up Android 3.0 Java Development -- What Is Android? -- The Beginnings of Android -- Android 3.0 Features -- What You Need to Create Android Games -- What You Need to Know -- What You Need for a Platform -- Setting Up Your Android Tablet Programming Environment -- Installing the Java JDK -- Installing the Eclipse IDE -- Installing the Android SDK -- Adding Android Tools and a Virtual Device to Eclipse -- Putting Your Tools to the Test -- Creating an Android Project -- Exploring the Android Project in Eclipse -- Creating a Virtual Android Device -- Running the App -- Making Your First Changes to the App -- Summary -- CHAPTER 2 Creating Simple Games with Sprites and Movement -- Working with Images -- Creating a Image Display Surface -- How the Android View Class Works -- How Android Renders Images -- Rendering an Image -- Working with Sprites -- Rendering Sprites -- Building a Game Loop -- Creating a Sprite -- Running a Game -- Getting a Professional Look -- Implementing Timing and Complex Motion -- Detecting Collisions -- Summary -- CHAPTER 3 Gathering User Input -- Understanding Tablet Input Options -- Understanding Tablet Input -- Responding to Touch -- Responding to Gestures -- Using Input Queues -- Responding to Sensor Data -- Using Sensor Data -- Summary -- CHAPTER 4 Adding Sound Effects, Music, andVideo -- Getting Ready for Sounds -- Finding and Adding Sound Effects -- Playing a Sound Effect -- Managing Multiple Sound Effects -- Matching Sound Effects to Events -- Adding Music -- Adding Video -- Managing Music -- Summary -- CHAPTER 5 One-Player Game with Obstacles -- Planning a One-Player Game: AllTogether -- Building the One-Player Game -- Upgrading the Game Sprites.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781430238539
    RVK Categories: ST 232 ; ST 261 ; ST 326
    Subjects: Android (Electronic resource); Application software -- Development; Mobile games; Android (Electronic resource); Application software ; Development..; Mobile games; Electronic books
    Scope: 1 online resource (196 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

    Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; CHAPER 1 Setting Up Android 3.0 Java Development; What Is Android?; The Beginnings of Android; Android 3.0 Features; What You Need to Create Android Games; What You Need to Know; What You Need for a Platform; Setting Up Your Android Tablet Programming Environment; Installing the Java JDK; Installing the Eclipse IDE; Installing the Android SDK; Adding Android Tools and a Virtual Device to Eclipse; Putting Your Tools to the Test; Creating an Android Project

    Exploring the Android Project in EclipseCreating a Virtual Android Device; Running the App; Making Your First Changes to the App; Summary; CHAPTER 2 Creating Simple Games with Sprites and Movement; Working with Images; Creating a Image Display Surface; How the Android View Class Works; How Android Renders Images; Rendering an Image; Working with Sprites; Rendering Sprites; Building a Game Loop; Creating a Sprite; Running a Game; Getting a Professional Look; Implementing Timing and Complex Motion; Detecting Collisions; Summary; CHAPTER 3 Gathering User Input; Understanding Tablet Input Options

    Understanding Tablet InputResponding to Touch; Responding to Gestures; Using Input Queues; Responding to Sensor Data; Using Sensor Data; Summary; CHAPTER 4 Adding Sound Effects, Music, andVideo; Getting Ready for Sounds; Finding and Adding Sound Effects; Playing a Sound Effect; Managing Multiple Sound Effects; Matching Sound Effects to Events; Adding Music; Adding Video; Managing Music; Summary; CHAPTER 5 One-Player Game with Obstacles; Planning a One-Player Game: AllTogether; Building the One-Player Game; Upgrading the Game Sprites; Adding Finer Motion Control

    Detecting Collisions Between SpritesAdding Multiple Sprites; Adding Images for the Sprites; Adding a Reward for Winning the Game; Tracking the State of Game Sprites; Summary; CHAPTER 6 A Ball and Paddle Game; Getting Started; Gathering Game Resources; Creating a New Project; Preparing the Game Environment; Modifying SpriteObject.java; Modifying GameView.java; Adding Collision Detection and Event Handling; Adding Touch, Sound, and Rewards; Adding Touch Control of the Paddle; Adding Sound; Instantiating the Blocks; Removing Dead Blocks; Summary; CHAPTER 7 Building a Two-Player Game

    Understanding Multiplayer GamesMultiplayer Games through a Server; Multiplayer Games with Peer-to-Peer; Choosing a Multiplayer Method; Building a Two-Player Peer-to-Peer Game; Adding Bluetooth Connections; Managing Bluetooth Connections; Adapting the Game Code for Two Players; Testing the Game; Summary; CHAPTER 8 A One-Player Strategy Game; Part I: Building the Game; Introducing Harbor Defender; Assembling Harbor Defender; Constructing the Pier; Adding the Ground and Castle; Creating the Boats; Adding Cannons; Adding Images; Debugging Harbor Defender; Summary

    CHAPTER 9 A One-Player Strategy Game