Advanced Android 4 games
"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, ta...
Autor principal: | |
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Autor Corporativo: | |
Otros Autores: | , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Berkeley, Calif.] : New York :
Apress ; Distributed to the book trade worldwide by Springer Science+Business Media
c2012.
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Edición: | 1st ed. 2012. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628366806719 |
Tabla de Contenidos:
- ""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 1""; ""Chapter 2""; ""Chapter 3""; ""Chapter 4""; ""Chapter 5""; ""Chapter 6""; ""Chapter 7""; ""Chapter 1 Welcome to the World of the 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 Array""; ""Getting 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 Devices""; ""OpenGL 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 Thumb""; ""Summary""; ""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)""