Book description
Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. 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.
The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:
The fundamentals of game development
The Android platform basics to apply those fundamentals in the context of making a game
The design of 2D and 3D games and their successful implementation on the Android platform
What you'll learn
How to set up and use the development tools for developing your first Android application
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 the 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
- Copyright
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Introduction
- 1. Android, the New Kid on the Block
- 2. First Steps with the Android SDK
- 3. Game Development 101
-
4. Android for Game Developers
- 4.1. Defining an Android Application: The Manifest File
-
4.2. Android API Basics
- 4.2.1. Creating a Test Project
- 4.2.2. The Activity Life Cycle
- 4.2.3. Input Device Handling
- 4.2.4. File Handling
- 4.2.5. Audio Programming
- 4.2.6. Playing Sound Effects
- 4.2.7. Streaming Music
- 4.2.8. Basic Graphics Programming
- 4.3. Best Practices
- 4.4. Summary
-
5. An Android Game Development Framework
- 5.1. Plan of Attack
- 5.2. The AndroidFileIO Class
- 5.3. AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!
- 5.4. AndroidInput and AccelerometerHandler
- 5.5. AndroidGraphics and AndroidPixmap: Double Rainbow
- 5.6. AndroidGame: Tying Everything Together
- 5.7. Summary
- 6. Mr. Nom Invades Android
-
7. OpenGL ES: A Gentle Introduction
- 7.1. What Is OpenGL ES and Why Should I Care?
- 7.2. Before We Begin
- 7.3. GLSurfaceView: Making Things Easy Since 2008
- 7.4. GLGame: Implementing the Game Interface
- 7.5. Look Mom, I Got a Red Triangle!
- 7.6. Specifying Per Vertex Color
- 7.7. Texture Mapping: Wallpapering Made Easy
- 7.8. Indexed Vertices: Because Reuse Is Good for You
- 7.9. Alpha Blending: I Can See Through You
- 7.10. More Primitives: Points, Lines, Strips, and Fans
- 7.11. 2D Transformations: Fun with the Model-View Matrix
-
7.12. Optimizing for Performance
- 7.12.1. Measuring Frame Rate
- 7.12.2. The Curious Case of the Hero on Android 1.5
- 7.12.3. What's Making My OpenGL ES Rendering So Slow?
- 7.12.4. Removing Unnecessary State Changes
- 7.12.5. Reducing Texture Size Means Fewer Pixels to Be Fetched
- 7.12.6. Reducing Calls to OpenGL ES/JNI Methods
- 7.12.7. The Concept of Binding Vertices
- 7.12.8. In Closing
- 7.13. Summary
-
8. 2D Game Programming Tricks
- 8.1. Before We Begin
- 8.2. In the Beginning There Was the Vector
- 8.3. A Little Physics in 2D
- 8.4. Collision Detection and Object Representation in 2D
- 8.5. A Camera in 2D
- 8.6. Texture Atlas: Because Sharing Is Caring
- 8.7. Texture Regions, Sprites, and Batches: Hiding OpenGL ES
- 8.8. Sprite Animation
- 8.9. Summary
-
9. Super Jumper: A 2D OpenGL ES Game
- 9.1. Core Game Mechanics
- 9.2. A Backstory and Art Style
- 9.3. Screens and Transitions
- 9.4. Defining the Game World
- 9.5. Creating the Assets
-
9.6. Implementing Super Jumper
- 9.6.1. The Assets Class
- 9.6.2. The Settings Class
- 9.6.3. The Main Activity
- 9.6.4. The Font Class
- 9.6.5. GLScreen
- 9.6.6. The Main Menu Screen
- 9.6.7. The Help Screens
- 9.6.8. The High-Scores Screen
- 9.6.9. The Simulation Classes
- 9.6.10. The Game Screen
- 9.6.11. The WorldRenderer Class
- 9.7. To Optimize or Not to Optimize
- 9.8. Summary
- 10. OpenGL ES: Going 3D
-
11. 3D Programming Tricks
- 11.1. Before We Begin
- 11.2. Vectors in 3D
- 11.3. Lighting in OpenGL ES
- 11.4. Mipmapping
- 11.5. Simple Cameras
- 11.6. Loading Models
- 11.7. A Little Physics in 3D
- 11.8. Collision Detection and Object Representation in 3D
- 11.9. Summary
-
12. Droid Invaders: the Grand Finale
- 12.1. Core Game Mechanics
- 12.2. A Backstory and Art Style
- 12.3. Screens and Transitions
- 12.4. Defining the Game World
- 12.5. Creating the Assets
- 12.6. Plan of Attack
- 12.7. The Assets Class
- 12.8. The Settings Class
- 12.9. The Main Activity
- 12.10. The Main Menu Screen
- 12.11. The Settings Screen
- 12.12. The Simulation Classes
- 12.13. The GameScreen Class
- 12.14. The WorldRender Class
- 12.15. Optimizations
- 12.16. Summary
- 13. Publishing Your Game
- 14. What's Next?
Product information
- Title: Beginning Android Games
- Author(s):
- Release date: April 2011
- Publisher(s): Apress
- ISBN: 9781430230427
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