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

    Technische Hochschule Augsburg
    Unlimited inter-library loan, copies and loan
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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

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

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Hochschule München, Bibliothek
    Unlimited inter-library loan, copies and loan
    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Würzburg-Schweinfurt Bibliothek
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    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
  3. 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

    Access:
    Aggregator (lizenzpflichtig)
    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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    Content information
    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

    Reading Assets

  4. 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

    Access:
    Aggregator (lizenzpflichtig)
    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

     

    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.

     

    Export to reference management software   RIS file
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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