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  1. 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
    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

     

    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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    Content information
    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