Android 4 advanced game programming (2nd)

Source: Internet
Author: User

Android 4 advanced game programming (version 2nd)
Basic Information
Author: (US) Vladimir Silva [Translator's introduction]
Series name: mobile and Embedded Development Technology
Press: Tsinghua University Press
ISBN: 9787302307440
Mounting time:
Published on: February 1, January 2013
Start: 16
Page number: 1
Version: 1-1
Category: Computer> Software and programming> mobile development> android

More about Android 4 advanced game programming (version 2nd)
Introduction
Books
Computer books
Android 4 game advanced programming (version 2nd) helps you make full use of the latest powerful Android SDK 4.0 to build complex and fascinating game applications. Most importantly, this book shows you how to migrate native PC games like Doom, quake I, and ⅱ to the latest Android platform with minimal effort.
Using this book as your trusted guide, you will find some ways to greatly improve android game application development skills. By creating an android project that renders 20 faces, you will see how to use OpenGL ES 2.0 to generate efficient graphics. At the same time, you will also learn how to use better fonts, new user interfaces and user experience (UI/UX) APIs, multi-touch features, multi-task, and faster performance.
Directory
Android 4 advanced game programming (version 2nd)
Chapter 1 Welcome to Android world 1
1.1 configure developer 1
1.2 download and install sdk2
1.3 configure eclipse2
1.4 install Native Development Kit 5
1.4.1 install ndk 6
1.4.2 install cygwin 6
1.5 create Android simulator 6
1.6 configure real devices 9
1.7 chapter 10
Chapter 11 game tips for mobile phones or tablets 11
2.1 compile native code 11 in Android
2.1.1 create an android project that supports native code 13
2.1.2 architecture of the application 14
2.2 compile the shared library 25
2.3 debugging simulator 26
2.4 Java encapsulation of C/C ++ event processing 27
2.4.1 independently Process audio 27
2.4.2 cascade video event 32
. 2.5 multi-point touch. 37
2.5.1 multitouchgesture.37
2.5.2 multitouchscreen 39
2.5.3 testactivity 41
2.6 Bluetooth controller (zeemote) 42
2.7 Chapter 46
Chapter 4 more OpenGL and JNI game skills 49
3.1 power of mobile devices 50
3.2 Java-based opengl51
3.2.1 create a Project 51
3.2.2 Main Activity 54 in Java
3.2.3 surface view 55
3.2.4 GL thread 58
3.2.5 cube Renderer 61
3.2.6 cube type. 64
3.3 native OpenGL 66
3.3.1 main activity 68
3.3.2 Native Interface Class 70
3.3.3 modify the original example 71
3.3.4 native cube Renderer 72
3.3.5 native cube 78
3.3.6 compiling and running example 79
3.4 use OpenGL ES hybrid mode to zoom in the video buffer. 82
3.4.1 why use hybrid scaling 83
3.4.2 initialize surface85
3.4.3 draw to texture 86
3.4.4 what will happen when the image size is not the power of 2? 89
3.5 summary of this chapter. 94
Chapter 2 OpenGL ES 4th efficient graphics 95
4.1 OpenGL ES 2.0 and Android 95
4.1.1 shader 96
4.1.2 glsl96
4.1.3 parser 98
4.2 call OpenGL ES 2 0101 in Android
4.3 20-sided Projects 102
4.3.1 define shape 102
4.3.2 handling Project 104
4.3.3 native twenty face 112
4.4 Add the "slide" and multi-touch "Pinch" zoom function 119
4.5 compile and run 122
4.6 section 123 of this Chapter
Chapter 4 3D Shooting Game: doom125
5.1 use Java/C in combination, with no function limit of 126
5.2 port doom to mobile device 127
5.3 doom game architecture 129
5.4 main activity130 at the Java Layer
5.4.1 create a handler 131
5.4.2 layout of games: 132
5.4.3 menu and select item handler 134
5.4.4 buttons and touch event handler 135
5.4.5 native callback handler 137
5.4.6 navigation control 140
5.5 independently process Audio Format 142
5.6 Native Interface Class 143
5.6.1 The callback listener 143
5.6.2 native method 144
5.6.3 C to Java callback 144
5.7 native layer 147
5.7.1 native implementation 147
5.7.2 modify the original game 159
5.8 use ndk to compile doom165
5.9 test doom167 in the simulator
5.10 summary of this chapter 169
Chapter 2 3D Shooting Game: quake171
6.1 some quake terms 171
6.2 power of code reuse: the new code in quake is less than 500 lines and 172 lines
6.3 is software rendering a reasonable solution? 174
6.4 quake Android architecture 179
6.4.1 Java OpenGL Renderer architecture 180
6.4.2 independently Process audio format 185
6.4.3 handle Keyboard Events 187
6.4.4 handle touch events 189
6.4.5 game startup activity 192
6.5 native quake engine required changes 193
6.5.1 video processing program change 194
6.5.2 Processing X-axis rotation (pitch) and Y-axis rotation (yaw) 196
6.5.3 handling forward and horizontal movements 197
6.5.4 audio processing program change 197
6.5.5 fixed game loop 200
6.6 run quake.202 on the device
6.7 summary of this Chapter 208
Chapter 2 3D Shooting Game: Quake ⅱ 7th
7.1 code review 209
7.2 escape Java heap limitations 210
7.3 let the quake II engine work in Android. 211
7.3.1 code reusability 211
7.3.2 how to handle a fatal error 221
7.3.3 OpenGL instant mode problem 223
7.3.4 Video Processor 224
7.4 use ndk to compile quake ⅱ 228
7.5 run game 231 on a device or Simulator
7.6 quake ⅱ performance in multiple devices: 234
7.7 Summary of this chapter 234
Appendix deployment and compilation skills 237

Source of this book: China Interactive publishing network

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