Detailed explanation of Android 3D game development technology and typical cases

Source: Internet
Author: User

Detailed explanation of Android 3D game development technology and typical cases

500-minute video presentation
Introduce the Android platform based on real cases
Use of basic OpenGL ES technology and complete 3D Game Development Process

Basic Information

Author:Wu YafengSuaguang[Introduction to translators]

Press: Electronic Industry Press

ISBN:9787121132636

Mounting time:

Published on: February 1, June 2011

Http://product.china-pub.com/198189

Introduction

Android 3D Game Development Technology details and typical cases mainly focus on the development of 3D games on the Android platform, based on real cases, this article introduces the basic knowledge of OpenGL ES and the entire process of 3D game program development.
Android 3D Game Development Technology details and typical cases are divided into 22 chapters. The first article is based on simple and easy-to-understand instances, and details the basic knowledge of OpenGL ES, in the second article, we will introduce the development steps of seven real cases in detail, and gradually explain the real development process of Android 3D games to readers. At the same time, the source code also contains detailed annotations, in order to help readers grasp every detail in the Code as much as possible, and grasp Android 3D game development as soon as possible.
The description of Android 3D game development technology and typical cases is from a simple perspective, from the basic knowledge of 3D game development applications on the Android platform to the development of large-scale game programs, with clear structure and concise language, it is very suitable for beginners and advanced developers to read reference.Directory

Article 1 Basic Knowledge
Chapter 4 heroes now -- about Android 20
Android 3D Game Development Technology details and typical cases
1.1 mobile phone market
1.1.1 two new stars in the mobile phone market 20
1.1.2 old 5 yuan in mobile OS 21
1.2 Android's future and features 22
1.2.1 win 22 in the Chinese market
1.2.2 brand new concepts bring new experiences 22
1.3 Android Development Environment setup 22
1.3.1 SDK installation and environment configuration 22
1.3.2 Establishment of eclipse integrated development environment 23
1.3.3 create and run a simulator 24
1.4 Development of the first Android Application 25
1.4.1 first Android program 26
1.4.2 debugging of Android apps 27
1.5 internal mechanism for running Android applications 29
1.5.1 Android Application project structure 30
1.5.2 system architecture of Android applications 31
1.5.3 Android Application Framework 32. 1.5.4 Android runtime 32
1.5.5 System database 33
1.5.6 Linux kernel 34
1.6 chapter 34
Chapter 5 popular game types 35
2.1 AVG adventure game 35
2.1.1 gameplay 35
2.1.2 visual effect 35
2.1.3 game design 36
2.2 PZL smart games 36
2.2.1 gameplay 36
2.2.2 visual effect 37
2.2.3 game design 37
2.3 Act action game 38
2.3.1 previous game Introduction 38
2.3.2 future development of action games 39
2.4 RPG role-playing games 40
2.4.1 introduction to games of history 40
2.4.2 Android platform game porting 42
2.5 STG shooting games 43
2.5.1 categories of games 43
2.5.2 gameplay 44
2.5.3 game design 44
2.6 FPS first-person perspective shooting game 44
2.6.1 gameplay 44
2.6.2 visual effects 45
2.6.3 game design 45
2.7 SLG strategy game 46
2.7.1 game play 46
2.7.2 visual effects 46
2.7.3 game design 47
2.8 SPT Sports Games 47
2.8.1 gameplay 47
2.8.2 visual effects 47
2.8.3 game design 47
2.9 summary of this chapter 48
Chapter 4 no matter how long it takes, no more than a thousand miles-Game Development basics 49
3.1 game voice 49
3.1.1 instant sound effects 49
3.1.2 an example of real-time sound effects 50
3.1.3 background music playback technology 53
3.1.4 simple music player implementation 55
3.2 database in mobile phone -- SQLite 59
3.2.1 SQLite database Overview 59
3.2.2 basic SQLite Database Operations 60
3.2.3 simple database operations for SQLite 60
3.3 file I/O 64
3.3.1 easy access to SD card 64
3.3.2 access the storage folder 67 on the mobile phone
3.3.3 read files in assets 68
3.4 powerful tool for storing simple data-preferences 70
3.4.1 Introduction to preferences 70
3.4.2 preferences: display the Last Logon Time of 70
3.5 use of surfaceview in game 72
3.5.1 simple surfaceview operation 72
3.5.2 simple animation scene rendering 73
3.6 summary of this Chapter 78
Chapter 2 journey of a thousand miles begins with a step-basic knowledge of 3D Development 79
4.1 Introduction to OpenGL ES 79
4.1.1 OpenGL ES 79
4.1.2 world 80 composed of triangles
4.1.3 first OpenGL ES triangle 82
4.2 different drawing methods 87
4.2.1 draw points and lines 87
4.2.2 triangle indexing 93
4.2.3 draw a triangle by vertex method 101
4.3 different projection, different world 103
4.3.1 Cartesian projection 103
4.3.2 Perspective Projection 104
4.3.3 comparison of two projections 105
4.3.4 principle of proximity, distance, and small size 112
4.4 summary of this Chapter 114
Chapter 2: May the masses collect more data, the most loose thing-Development of illumination effect 5th
5.1 colorful source-light source 115
5.1.1 enable and disable a light source 115
5.1.2 set the number of light sources to 116
5.1.3 targeted light 117
5.1.4 positioning light 118
5.2 light source color 119
5.2.1 ambient light 119
5.2.2 scattering light 120
5.2.3 reflected light: 121
5.3 judge of reflective properties of materials-method vector and material 121
5.3.1 functions of normal vectors 121
5.3.2 how to enable and disable illumination 122
5.3.3 material 128
5.3.4 example of setting the number of light sources 128
5.4 example of two objects emitting 132
5.4.1 Implementation of the optical positioning example 132
5.4.2 implementation of self-emitting object plus motion light source 135
5.4.3 explanation of mysurfaceview. Java 137
5.5 surface method vector and point average method vector 143
5.5.1 Application of Surface Method vectors 143
5.5.2 application of the Point Average Method vector 145
5.6 summary of this Chapter 146
Chapter 2: texture ing 6th
6.1 3D world floral clothing-texture 147
6.1.1 specify texture 147
6.1.2 texture coordinate allocation 148
6.1.3 Implementation of texture triangle 149
6.1.4 texture map sphere construction 153
6.2 use texture ing to build the monthly model 161
6.2.1 The geographic and monthly system in the vast starry sky is 161
6.2.2 case study of the local and monthly system 162
6.3 texture stretch 170
6.3.1 principle and purpose of texture stretch 170
6.3.2 texture stretch case study 172
6.4 texture filter 175
6.4.1 last point sampling 175
6.4.2 linear texture filtering 176
6.4.3 mipmap: Multi-Detail layer 176
6.5 reasonable angle setting 177
6.5.1 3D world 177 from different perspectives
6.5.2 case studies from a reasonable perspective 178
6.6 Summary of this Chapter 180
Chapter 2 sea wide Jump, sky high flying-3D basic shape construction 7th
7.1 cylinder 181
7.1.1 geometric equation 181 of A Cylinder
7.1.2 Implementation of OpenGL ES for a cylinder 182
7.2 cone 190
7.2.1 geometric equation 190 of the Cone
7.2.2 OpenGL ES Implementation of cone 190
7.3 ring 193
7.3.1 geometric equation of the ring 193
7.3.2 Implementation of OpenGL ES of ring 193
7.4 parabolic 196
7.4.1 ry equation 196
7.4.2 OpenGL ES Implementation of the parabolic field 197
7.5 bilinear 199
7.5.1 geometric equation 199 of bilinesurface
7.5.2 OpenGL ES Implementation of bilinear 200
7.6 spiral surface 202
7.6.1 geometric equation of spiral surface 202
7.6.2 spiral surface OpenGL ES implementation 203
7.7 Summary of this chapter 205
Chapter 2 holding the hand and the old child -- coordinate transformation 8th
8.1 understand Coordinate Transformation 206
8.1.1 essence of coordinate transformation 206
8.1.2 important stack operations 207
8.2 scaling and transformation 208
8.2.1 Scaling Principle Analysis 208
8.2.2 implement 208 scaling in OpenGL ES
8.3 translation transformation 211
8.3.1 overview of translation theory 211
8.3.2 Implementation of translation transformation in OpenGL ES 212
8.4 rotation and transformation 213
8.4.1 rotating principle 213
8.4.2 Implementation of Rotation Transformation in OpenGL ES 214
8.5 simple case of compound transformation-geographic month model 215
8.6 use composite transform to simulate the real world 216
8.7 summary of this chapter 218
Chapter 2 lone Sail far shadows and sky shadows-camera and fog effects 9th
9.1 camera 219
9.1.1 about camera 219
9.1.2 camera settings 220
9.2 fog effects 221
9.2.1 knowledge about fog effects 221
9.2.2 core code of fog effect 222
9.3 camera and fog effect implement pyramid 222 in the desert
9.3.1 scenario components -- 223 rise and fall in the east of the triangle and the sun
9.3.2 scenario components-star category 226
9.3.3 scenario 229
9.3.4 camera up direction change effect 232
9.4 summary of this Chapter 233
Chapter 2 truth, truth, and truth-mixed 10th
10.1 what is hybrid 234
10.2 source and target factors 235
10.2.1 default Implementation Method of source and target factors: 235
10.2.2 pre-defined constant analysis 235
10.2.3 common combinations: 236
10.2.4 enable hybrid 237
10.3 mixed case 237
10.3.1 a simple hybrid case 237
10.3.2 land and moon model with Halo and cloud layer effect 241
10.3.3 world 245 in the filter
10.4 summary of this Chapter 250
Chapter 5 looking back, the man is in the dark-3D advanced technology 11th
11.1 logo board 251
11.1.1 logo board technology overview 251
11.1.2 case 252
11.2 flying flag 254
11.2.1 principle of Banner floating performance 254
11.2.2 Case Study of flying banners 255
11.3 mountain Generation Technology 257
11.3.1 overview of grayscale terrain Technology 257
11.3.2 grayscale map generation 3D terrain 258
11.3.3 improvement of terrain effect by 261
11.4 Image Technology 263
11.4.1 introduction to image technology 264
11.4.2 Implementation of Image Technology 265
11.4.3 267 improvement in Image Technology
11.5 summary of this chapter 268
Chapter 2 heart-to-heart communication-sensor 12th
12.1 sensor introduction 269
12.1.1 magnetic field sensors 269
12.1.2 optical sensors 269
12.1.3 distance sensor introduction 270
12.1.4 acceleration sensor introduction 270
12.1.5 profile sensor 271
12.1.6 sensorsimulator simulator configuration 273
12.2 sensor data transmission 276
12.2.1 acceleration sensor data transmission 276
12.2.2 data transmission of attitude sensors: 278
12.3 sensor instance-balance ball 279
12.4 summary of this chapter 287
Chapter 5 Hammer Sinking deep mountains-mathematics and physics in the game 13th
13.1 required knowledge of geometric knowledge 288
13.1.1 three-dimensional flute coordinate system 288
13.1.2, vector 288
13.1.3 addition and subtraction 290
13.1.4 Point product of the vector 291
13.1.5 the cross product of the vector is 291
13.1.6 Determination of spatial plane 292
13.2 indispensable physical world 293
13.2.1 gravity System 293
13.2.2 collision 298
13.2.3 full elastic collision 299
13.2.4 elastic collision with Energy Loss 302
13.2.5 Particle System 303
13.3 Summary of this Chapter 311
Chapter 2 mountain dancing silver snake, raw Chi wax elephant-basic AI concept 14th
14.1 introduction to AI 312
14.1.1 what is smart 312
14.1.2 what is game AI 312
14.2 basic composition and design of the AI engine 313
14.2.1 agent 313
14.2.2 processor and perception 314
14.2.3 navigation 314
14.3 search for 315 million game AI Images
14.3.1 deep Priority Search 315
14.3.2 extended search 321
14.3.3 Dijkstra search 325
14.3.4 breadth first a * Algorithm Implementation 329
14.3.5 Dijkstra A * algorithm 332
14.3.6 comparison between a * and non-A * algorithms: 334
14.4 Fuzzy Logic 336
14.4.1 common set 336
14.4.2 Fuzzy Set 337
14.4.3 fuzzy language variable 339
14.4.4 Fuzzy Rules 339
14.5 summary of this Chapter 340
Chapter 4: Tall Buildings on its own, hope to go all the way to heaven -- develop secret accounts 15th
15.1 map designer 341
15.1.1 indispensable map designer 341
15.1.2 simple map designer 341
15.2 multi-key technology 347
15.2.1 multi-key technology that increases game playability by 347
15.2.2 multi-Key Technology example 348
15.3 virtual keyboard 350
15.4 table search technology 351
15.5 state machine 352
15.6 AABB border frame 354
15.6.1 AABB expression method 355
15.6.2 computing AABB 355
15.6.3 comparison between AABB and boundary ball 356
15.6.4 collision between ball and ball 357
15.6.5 collision between two AABB 358
15.6.6 collision between ball and AABB 361
15.7 penetration effect 363
15.8 picking technology 367
15.8.1 principles of the picking technology 367
15.8.2 implementation of the picking technology 369
15.9 sky box and sky 377
15.9.1 introduction to skybox 377
15.9.2 introduction to skysky 380
15.10 summary of this chapter 382
Article 2 Case Study
Chapter 4 sports games-crazy shooting 16th
16.1 game background and function overview 384
16.1.1 background 384
16.1.2 features 384
16.2 game planning and preparation 388
16.2.1 game planning 388
16.2.2 preparations for games on the Android platform 388
16.3 game architecture 389
16.3.1 main technologies used in the game 389
16.3.2 overview 389
16.3.3 introduction to the game framework 391
16.4 design and implementation of public games 393
16.4.1 implementation of the main class basketballactivity 393
16.4.2 introduction to constant categories of games 396
16.5 Design and Implementation of game menu interfaces 398
16.5.1 Framework Design of game Start Menu 398
16.5.2 Implementation of the game start menu 399
16.5.3 Design and Implementation of game help, loading and ending interfaces 402
16.6 game interface design and implementation 402
16.6.1 Framework Design of game interface 402
16.6.2 Implementation of game interface 404
16.7 rendering of major game scenes and basketball 407
16.7.1 draw 407 of walls, floors, balls and rebounds in the game
409 overall rebounds
16.7.3 basketball 410
16.8 Collision Detection and object pickup on the game interface 413
16.8.1 Collision Detection of basketball and basketball frames 413
16.8.2 Collision Detection of Basketball against walls, floors and roofs 416
16.8.3 mobile phone screen picking technology 418
16.9 game optimization and improvement 419
Chapter 2 smart games-rotating blocks 17th
17.1 game background and function overview 421
17.1.1 background 421
17.1.2 function introduction 421
17.2 game planning and preparation 424
17.2.1 game planning 424
17.2.2 preparations for games on the Android platform 424
17.3 game architecture 425
17.3.1 major technologies used in the game 425
17.3.2 overview 425
17.3.3 introduction to the game framework 427
17.4 development of the map designer 428
17.5 design and implementation of public games 431
17.5.1 main class mainactivity implementation 431
17.5.2 introduction to constant categories of games 434
17.6 Design and Implementation of game menu interfaces 437
17.6.1 Framework Design of the game start menu 438
17.6.2 Implementation of the game start menu 439
17.6.3 Design and Implementation of game help, settings, and victory interfaces 441
17.7 game interface design and implementation 442
17.7.1 game interface framework design 442
17.7.2 Implementation of the game touch method 443
17.7.3 game interface implementation 445
Method 448 for generating texture IDS
17.8 draw main scenarios on the game interface 449
17.8.1 the background, table movement board, and Icon rendering in the game are 449
17.8.2 map creation 450
451 of building blocks
17.9 animation effects on game interfaces: 453
17.9.1 animated Effect of Building Block Rotation 453
17.9.2 game failure, winning animation effect 457
17.10 game interface collision detection 458
17.11 game optimization and improvement 460
Chapter 2 casual games-skyscraper 18th
18.1 game background and function overview 461
18.1.1 background 461
18.1.2 function introduction 461
18.2 game planning and preparation 465
18.2.1 game planning 465
18.2.2 preparations for games on the Android platform 465
18.3 game architecture 466
18.3.1 main technologies used in the game 466
18.3.2 brief introduction to various types 467
18.3.3 introduction to the game framework 468
18.4 design and implementation of public games 469
18.4.1 implementation of the main class gl_demo 469
18.4.2 introduction to constant categories of games 474
18.5 Design and Implementation of game menu interfaces 475
18.5.1 Framework Design of the game start menu 475
18.5.2 Implementation of the game start menu 476
18.5.3 Design and Implementation of game help, settings, loading and victory interfaces 481
18.6 game interface design and implementation 481
18.6.1 game interface framework design 481
18.6.2 game interface implementation 483
18.7 draw main scenarios on the game interface 487
18.7.1 drawing of background, floor, and building blocks in the game 487
Plot the 18.7.2 tree 487
18.8 game interface collision detection 488
18.9 game optimization and improvement 492
Chapter 2 NLP games-3D Air Combat 19th
19.1 game background and function overview 493
19.1.1 background 493
19.1.2 function introduction 494
19.2 game planning and preparation 496
19.2.1 game planning 496
19.2.2 preparations for games on the Android platform 497
19.3 game architecture 498
19.3.1 main technologies used in the game 498
19.3.2 brief introduction to various types 498
19.3.3 introduction to the game framework 500
19.4 design and implementation of public games 502
19.4.1 implementation of the main class gl_demo 502
19.4.2 introduction to constant categories of games 503
19.5 Design and Implementation of game menu interfaces 504
19.5.1 Framework Design of game menus 504
19.5.2 Implementation of game menus 506
19.5.3 Design and Implementation of game help, settings, loading and victory interfaces 509
19.6 game interface design and implementation 509
19.6.1 game interface framework design 509
511 game interface implementation
19.7 plane rendering on the game interface 513
19.8 detection of motion threads and collisions in games 515
19.9 game optimization and improvement 525
Chapter 2 desktop games-passion billiards 20th
20.1 game background and function overview 527
4.1.1.1 background overview 527
V1.1.2 features 527
20.2 game planning and preparation 531
Copyright 2.1 game planning 531
Player 2.2 preparations for games on the Android platform 532
20.3 game architecture 533
Major technologies used in the game 533
Overview 533
535 introduction to the game framework
20.4 network end development 536
Ipv4.1 server overview 536
Ipv4.2 server code 537
Code introduction of client threads 542
20.5 design and implementation of public games 545
545 implementation of the main class myactivity
Introduction to the constant categories of games 549
20.6 Design and Implementation of game menu interfaces 551
Ike6.1 Framework Design of game Start Menu 552
555 animation of game menus
556 Design and Implementation of game help, settings, and victory Interfaces
20.7 game interface design and implementation 557
557 game interface framework design
558 implementation of the onkeydown method in Game
560 game interface implementation
20.8 draw main scenarios on the game interface 563
20.8.1 dashboard and floor drawing 563
Drawing 564 of the pool table
Draw a 566 ball
20.9 Collision Detection in games 567
20179.1 principle of corner collision detection between ball and table 567
569 principles of ball-to-ball Collision Detection
570 Implementation of corner collision detection between ball and ball Platform
574 Implementation of ball-to-ball Collision Detection
576 Implementation of ball motion threads
20.10 game optimization and improvement 578
Chapter 4 shooting games-logon to the beach 21st
21.1 game background and function overview 579
21.1.1 background 579
21.1.2 function introduction 579
21.2 game planning and preparation 583
21.2.1 game planning 583
21.2.2 preparations for games on the Android platform 583
21.3 game architecture 584
21.3.1 major technologies used in the game 584
585 brief introduction to various types
21.3.3 introduction to the game framework 588
21.4 design and implementation of public games 589
21.4.1 implementation of main activity 590
21.4.2 introduction to constant categories of games 594
21.5 Design and Implementation of game menu interfaces 598
21.5.1 Framework Design of the game menu interface 598
21.5.2 Implementation of game menu interface 600
21.5.3 game help, design and implementation of and end interfaces 604
21.6 game interface design and implementation 605
21.6.1 game interface framework design 605
21.6.2 game interface implementation 607
21.7 rendering of main scenarios and physical movements on the game interface 613
21.7.1 draw in game 613
21.7.2 overall deployment of beacon 614
21.7.3 motion of an object 616
21.8 Collision Detection in games 621
21.9 game optimization and improvement 625
Chapter 4 competitive games-country racing 22nd
22.1 game background and function overview 627
22.1.1 background 627
22.1.2 function introduction 627
22.2 game planning and preparation 631
22.2.1 game planning 631
22.2.2 preparations for games on Android 632
22.3 introduction to the game framework 634
22.3.1 major technologies used in the game 634
22.3.2 introduction to various types 635
22.3.3 introduction to the game framework 638
22.4 design and implementation of public games 640
22.4.1 implementation of the main class activity_gl_racing 640
22.4.2 introduction to constant categories of games 645
22.5 Design and Implementation of game menus 649
22.5.1 Design and Implementation of the game Main Menu 650
22.5.2 Design and Implementation of the game loading interface 651
22.5.3 Design and Implementation of game history interfaces 656
22.5.4 Design and Implementation of game help, setup, related and selection interfaces 658
22.6 game interface design and implementation 659
22.6.1 game interface framework design 659
22.6.2 game interface implementation 661
22.6.3 sensor applications and multi-touch technology 665
22.7 draw main scenarios on the game interface 666
22.7.1 layered rendering and rendering Optimization for scenes on the game interface: 667
22.7.2 generation and drawing of map tracks on the game interface 669
22.7.3 scene component rendering 671
22.7.4 loading 673 of cars in the game
22.7.5 in-game tree plotting technology 677
22.7.6 game accessory rendering 679
22.8 Collision Detection and travel circle count determination in the game: 681
22.8.1 Collision Detection of vehicle and highway components 683
22.8.2 determination of the number of driving circles of a car: 685
22.8.3 Collision Detection of automobile and collision-able parts and animation implementation 686
22.9 game optimization and improvement 688

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