Pro Android games

In the last few years, Android has progressed with the debut of better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, improved battery management techniques, and now Google TV Android Apps for the Android gam...

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Detalles Bibliográficos
Autor principal: Silva, Vladimir, 1969- (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Berkeley, Calif.] : Apress 2012.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628856706719
Tabla de Contenidos:
  • Title Page; Copyright Page; Contents at a Glance; Table of Contents; About the Author; About the Technical Reviewer; Introduction; The Green Robot Has Taken Over; Target Audience; Needed Skills to Make the Most of this Book; A Solid Foundation of Android; A Basic Knowledge of Linux and Shell Scripting; Required Hardware and Software; 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 2Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Contacting the Author; 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; Installing Android 4.1; Creating an AVD; Configuring a Real Device; Importing the Source Code into Eclipse; Summary; Chapter 2: Gaming Tricks for Phones or Tablets; Compiling Native Code in Android; Creating the Android Project with Native Support
  • Application ArchitectureMain 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; Summary
  • Chapter 3: More Gaming Tricks with OpenGL and JNIThe Power of Mobile Devices; OpenGL the Java Way; Creating a Project; Java Main Activity; Surface View; GL Thread; CubeRenderer Class; Cube Class; OpenGL the Native Way; Main Activity; Native Interface Class; Changes to the Original Cubes 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
  • When the Image is not a Power of TwoZoom and Draw; Zoom and Draw Implementation; Hybrid Scaler Rules of Thumb; Summary; Chapter 4: Efficient Graphics and Portability with OpenGL ES 2.0; Portability; Handling Immediate Mode; Loading Textures; Display Lists, Server Attributes, and Others; Using Library Wrappers; Superb Efficiency with OpenGL ES 2.0; 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