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by Robert Green, Mario Zechner
Beginning Android Games, Second Edition
Title
Dedication
Contents at a Glance
Contents
About the Authors
About the Technical Reviewer
Acknowledgments
Introduction
Chapter 1: An Android in Every Home
A Brief History of Android
Fragmentation
The Role of Google
Android’s Features and Architecture
The Software Development Kit
The Developer Community
Devices, Devices, Devices!
Compatibility Across All Devices
Mobile Gaming Is Different
Summary
Chapter 2: First Steps with the Android SDK
Setting Up the Development Environment
Creating a New Project in Eclipse and Writing Your Code
Running the Application on a Device or Emulator
Debugging and Profiling an Application
Useful Third-Party Tools
Summary
Chapter 3: Game Development 101
Genres: To Each One’s Taste
Game Design: The Pen Is Mightier Than the Code
Code: The Nitty-Gritty Details
Summary
Chapter 4: Android for Game Developers
Defining an Android Application: The Manifest File
For Those Coming from iOS/Xcode
Android API Basics
Best Practices
Summary
Chapter 5: An Android Game Development Framework
Plan of Attack
The AndroidFileIO Class
AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!
AndroidInput and AccelerometerHandler
CompassHandler
AndroidGraphics and AndroidPixmap: Double Rainbow
AndroidGame: Tying Everything Together
Summary
Chapter 6: Mr. Nom Invades Android
Creating the Assets
Setting Up the Project
MrNomGame: The Main Activity
The Main Menu Screen
The HelpScreen Classes
The High-Scores Screen
Abstracting the World of Mr. Nom: Model, View, Controller
The GameScreen Class
Summary
Chapter 7: OpenGL ES: A Gentle Introduction
What Is OpenGL ES and Why Should I Care?
Before We Begin
GLSurfaceView: Making Things Easy Since 2008
GLGame: Implementing the Game Interface
Look Mom, I Got a Red Triangle!
Specifying Per-Vertex Color
Texture Mapping: Wallpapering Made Easy
Indexed Vertices: Because Re-use Is Good for You
Alpha Blending: I Can See Through You
More Primitives: Points, Lines, Strips, and Fans
2D Transformations: Fun with the Model-View Matrix
Optimizing for Performance
Summary
Chapter 8: 2D Game Programming Tricks
Before We Begin
In the Beginning . . . There Was the Vector
A Little Physics in 2D
Collision Detection and Object Representation in 2D
A Camera in 2D
Texture Atlas: Because Sharing Is Caring
Texture Regions, Sprites, and Batches: Hiding OpenGL ES
Sprite Animation
Summary
Chapter 9: Super Jumper: A 2D OpenGL ES Game
Core Game Mechanics
Developing a Backstory and Choosing an Art Style
Defining Screens and Transitions
Defining the Game World
Creating the Assets
Implementing Super Jumper
To Optimize or Not to Optimize
Summary
Chapter 10: OpenGL ES: Going 3D
Before We Begin
Vertices in 3D
Perspective Projection: The Closer, the Bigger
Z-buffer: Bringing Order to Chaos
Defining 3D Meshes
Matrices and Transformations, Again
Summary
Chapter 11: 3D Programming Tricks
Before We Begin
Vectors in 3D
Lighting in OpenGL ES
Mipmapping
Simple Cameras
Loading Models
A Little Physics in 3D
Collision Detection and Object Representation in 3D
Summary
Chapter 12: Android Invaders: The Grand Finale
Core Game Mechanics
Developing a Backstory and Choosing an Art Style
Defining Screens and Transitions
Defining the Game World
Creating the Assets
Plan of Attack
The Assets Class
The Settings Class
The Main Activity
The Main Menu Screen
The Settings Screen
The Simulation Classes
The GameScreen Class
The WorldRender Class
Optimizations
Summary
Chapter 13: Going Native with the NDK
What Is the Android NDK?
The Java Native Interface
Setting Up the NDK
Setting Up an NDK Android Project
Creating Java Native Methods
Creating the C/C++ Header and Implementation
Building the Shared Library
Putting It All Together
Summary
Chapter 14: Marketing and Monetizing
Monetizing Your Game
Getting Your Game Discovered
Monetizable by Design
Discoverable by Design
Summary
Chapter 15: Publishing Your Game
A Word on Testing
Becoming a Registered Developer
Signing Your Game’s APK
Putting Your Game on Google Play
More On The Developer Console
Summary
Chapter 16: What’s Next?
Location Awareness
Multiplayer Functionality
OpenGL ES 2.0/3.0 and More
Frameworks and Engines
Resources on the Web
Closing Words
Index
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Copyright
Beginning Android Games
Second Edition
Mario Zechner
Robert Green
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