Advanced Android 4 Games

Overview

"Wolfenstein 3D"-like and"Doom"-like game appsare some of the classicAndroid games presented in the original edition of this book. Since their release, Android has progressed withthe debut of Android4.0, adding better fonts,new User Interface and Experience (UI/UX) APIs,tablet considerations, multi-touch capabilities, multi-tasking, faster performance, and much more to the Android game appdevelopmentrepertoire.

Multi-touch code gives these games andtheir players dynamic input and exchange ability,for a more ...

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Advanced Android 4 Games

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Overview

"Wolfenstein 3D"-like and"Doom"-like game appsare some of the classicAndroid games presented in the original edition of this book. Since their release, Android has progressed withthe debut of Android4.0, adding better fonts,new User Interface and Experience (UI/UX) APIs,tablet considerations, multi-touch capabilities, multi-tasking, faster performance, and much more to the Android game appdevelopmentrepertoire.

Multi-touch code gives these games andtheir players dynamic input and exchange ability,for a more realistic arcade game experience.Faster and better performance offers game players a more seamless, fun arcade experience like never before on Android. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting bothproductive and efficient with gains in app performance.

With actionable real-world source,Advanced Android4 Gamesshows you how to build more sophisticated and addictive Android games, harnessing the power of these recent advancements.

  • Coverage ofthe new UI, UX, multi-touch and multi-tasking features available withAndroid 4.0.
  • Learn other techniques for improving thegame playing experience including Wi-Fi tethering, better multi-tasking, new and better streaming Web video using WebM, and more.
  • By combining the elegant object-oriented features of Java and the raw power of C, there is no limit to the types of games that you can build for the platform, such as the "Quake 3D"-likegame appcase study in this book.

You’ll definitely have fun, and perhaps you’ll even make some money. Enjoy!

What you’ll learn

  • Key advanced Android gaming techniques using the new Android SDK 4to help youearn more money in the app stores
  • How to compile native code (C) in Android using the NDK
  • How to add and integrate multi-touch
  • How touse Bluetooth controllers (Zeemote)
  • More gaming tricks and tips, such as hybrid 3D graphics with OpenGL and JNI
  • How to port and augment a 2D shooter game app similar to "Wolfenstein" for Android
  • How to port and augment another 2D shooter "Doom"-like game app for Android using OpenGL
  • How to build a 3D shooter game like "Quake"
  • How and where to best deploy these game apps


Who this book is for

This book is for savvy Android app developers who are looking for professional or advanced techniques for porting, augmenting and building 2D and 3D game apps that are complex, fun and lucrative.

Table of Contents

  1. Welcome to Android Gaming
  2. Gaming Tricks:
  3. More Gaming Tricks: Hybrid 3D Graphics with OpenGL and JNI
  4. Efficient Graphics with OpenGL ES 2.0
  5. 2D Shooters with OpenGL: Doom-like App for Android
  6. 3D Shooters Part I: Quake-like App
  7. 3D Shooters Part II: Quake II
  8. Appendix: Deployment and Compilation Tips


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Product Details

  • ISBN-13: 9781430240594
  • Publisher: Apress
  • Publication date: 12/20/2011
  • Edition description: 2012
  • Edition number: 1
  • Pages: 300
  • Product dimensions: 7.50 (w) x 9.10 (h) x 0.80 (d)

Meet the Author

Vladimir Silva holds a master's degree in computer science from Middle Tennessee State University. He worked for four years at IBM as a research engineer, where he acquired extensive experience in distributed and grid computing research. Vladimir is a highly technical, focus-based individual and team player. He belongs to two national honor societies, has published many computer science articles for IBM, and is author of Grid Computing for Developers (Charles River Media, 2005) and RCP Practical Projects (Apress, 2008).
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