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Beginning Android Games, Second Edition offers everything you need to join the ranks of successful Android game developers, including Android tablet game app development considerations. You'll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game apps that work on Android and earlier version compliant smartphones and now tablets. This will give you everything you need to branch out and write your own Android games.
The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title?Beginning Android Games will help you kick-start your project. This book will guide you through the process of making several example game apps using APIs available in new Android SDK and earlier SDK releasesfor Android smartphones and tablets:
- The fundamentals of game development and design suitable for Android smartphones and tablets
- The Android platform basics to apply those fundamentals in the context of making a game, including new File Manager system and better battery life management
- The design of 2D and 3D games and their successful implementation on the Android platform
This book lets developers see and use some Android SDK Jelly Bean; however, this book is structured so that app developers can use earlier Android SDK releases. This book is backward compatible like the Android SDK.
What you’ll learn
- How to set up/use the development tools for creating your first Android game app
- The fundamentals of game programming in the context of the Android platform
- How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), audio, and user input to reflect those fundamentals
- How to develop two 2D games from scratch, based on Canvas API and OpenGL ES
- How to create a full-featured 3D game
- How to publish your games, get crash reports, and support your users
- How to complete your own playable 2D OpenGL games
Who this book is for
This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.
Table of Contents
- 1. An Android in Every Home
2. First Steps with the Android SDK
3. Game Development 101
4. Android for Game Developers
5. An Android Game Development Framework
6. Mr. Nom Invades Android
7. OpenGL ES: A Gentle Introduction
8. 2D Game Programming Tricks
9. Super Jumper: A 2D OpenGL ES Game
10. OpenGL ES: Going 3D
11. 3D Programming Tricks
12. Android Invaders: The Grande Finale
13. Going Native with the NDK
14. Marketing and Monetizing
15. Publishing Your Game
16. What's Next?
|Edition description:||2nd ed.|
|Product dimensions:||7.50(w) x 9.30(h) x 1.60(d)|
About the Author
Mario Zechner runs Badlogic Games, a game development shop focused on Android.
Most Helpful Customer Reviews
This book is excellent for anyone who has Java experience and want to make games for Android. I have gone through the entire book and I can say for sure that this book really covers everything you need to know. I would say this book would be appropriate for, at the very least, anyone with Java experience; game programming and/or Android development isn't necessary. However, I would personally recommend going through the first few official Android tutorials offered by Google. I would say this book is NOT appropriate for anyone new to programming, or anyone who has basic programming experience with other languages, but have no experience with Java itself. (a few youtube tutorials and you'd probably be good to go, however.) All in all, I'm very glad i purchased this book. Rather than teaching you like, "Ch 1: Building a platformer on Android," "Ch 2: building a scrolling shooter on Android," (like some other books i've read) it walks you through building a framework that makes it much easier to build games, supplying you with the knowledge you need to create reusable code that can apply to any games, 2D or 3D, of any genre. Also notable, he teaches you how to use Canvas initially, which is fine for games that don't need the power of OpenGl, but then goes on to teach you how to use OpenGl 1.1 to make a 2D game, and a 3D game. While OpenGl 1.1 lacks some (just a few) of the features of the newer OpenGl 2.0, it is much simpler, especially if you've never programmed graphics before. In the end, this is THE book i would recommend to anyone with Java experience that wants to make Android games.