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Beginning Android Games: Zechner, Mario: BOOKS KINOKUNIYA
Book Details
Beginning Android Games
Beginning Android Games
Publisher : Apress
Published Date : 2011/04
Binding : Paperback
ISBN : 9781430230427

BookWeb Price : S$ 65.96
Kinokuniya Privilege Card member price : S$ 59.36

Availability Status : In stock at the Fulfillment Centre.
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Language : English
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Book Description
Source: ENG
Academic Descriptors: A93603238 A91420000
Place of Publication: United States
Textual Format: Computer Applications
Academic Level: Extracurricular
Review:
Baker & Taylor Forecast - March 2011
Baker & Taylor Best-seller Computer Titles - January 2002 - Ongoing
Baker & Taylor Newly Released Computer Titles - January 2002 - Ongoing
Baker & Taylor Best-seller And Forthcoming Computer Titles - January 2000 - Ongoing
Table of Contents
 
Contents at a Glance                               iv
About the Author                                   xii
About the Technical Reviewer                       xiii
Acknowledgments                                    xiv
Introduction                                       xv
Chapter 1 Android, the New Kid on the Block        1   (24)
  A Brief History of Android                       2   (1)
  Fragmentation                                    3   (1)
  The Role of Google                               3   (4)
    The Android Open Source Project                3   (1)
    The Android Market                             4   (2)
    Challenges, Device Seeding, and Google I/0     6   (1)
  Android's Features and Architecture              7   (4)
    The Kernel                                     8   (1)
    The Runtime and Dalvik                         8   (1)
    System Libraries                               9   (1)
    The Application Framework                      10  (1)
  The Software Development Kit                     11  (1)
  The Developer Community                          12  (1)
  Devices, Devices, Devices!                       12  (8)
    Hardware                                       13  (1)
    First Gen, Second Gen, Next Gen                14  (6)
  Mobile Gaming Is Different                       20  (3)
    A Gaming Machine in Every Pocket               20  (1)
    Always Connected                               21  (1)
    Casual and Hardcore                            22  (1)
    Big Market, Small Developers                   22  (1)
  Summary                                          23  (2)
Chapter 2 First Steps with the Android SDK         25  (26)
  Setting Up the Development Environment           25  (7)
    Setting Up the JDK                             26  (1)
    Setting Up the Android SDK                     26  (2)
    Installing Eclipse                             28  (1)
    Installing the ADT Eclipse Plug-In             28  (2)
    A Quick Tour of Eclipse                        30  (2)
  Hello World, Android Style                       32  (6)
    Creating the Project                           32  (1)
    Exploring the Project                          33  (2)
    Writing the Application Code                   35  (3)
  Running and Debugging Android Applications       38  (11)
    Connecting a Device                            38  (1)
    Creating an Android Virtual Device             38  (1)
    Running an Application                         39  (3)
    Debugging an Application                       42  (4)
    LogCat and DDMS                                46  (2)
    Using ADB                                      48  (1)
  Summary                                          49  (2)
Chapter 3 Game Development 101                     51  (52)
  Genres: To Each One's Taste                      51  (9)
    Causal Games                                   52  (2)
    Puzzle Games                                   54  (2)
    Action and Arcade Games                        56  (3)
    Tower-Defense Games                            59  (1)
    Innovation                                     60  (1)
  Game Design: The Pen Is Mightier Than the Code   60  (10)
    Core Game Mechanics                            61  (2)
    A Story and an Art Style                       63  (1)
    Screens and Transitions                        64  (6)
  Code: The Nitty-Gritty Details                   70  (31)
    Application and Window Management              71  (1)
    Input                                          72  (3)
    File I/O                                       75  (1)
    Audio                                          76  (4)
    Graphics                                       80  (14)
    The Game Framework                             94  (7)
  Summary                                          101 (2)
Chapter 4 Android for Game Developers              103 (82)
  Defining an Android Application: The Manifest    104 (12)
  File
    The <manifest> Element                   105 (1)
    The <application> Element                105 (2)
    The <activity> Element                   107 (2)
    The <uses-permission> Element            109 (1)
    The <uses-feature> Element               110 (2)
    The <uses-sdk> Element                   112 (1)
    Android Game Project Setup in Ten Easy Steps   112 (2)
    Defining the Icon of Your Game                 114 (2)
  Android API Basics                               116 (66)
    Creating a Test Project                        116 (4)
    The Activity Life Cycle                        120 (7)
    Input Device Handling                          127 (17)
    File Handling                                  144 (6)
    Audio Programming                              150 (1)
    Playing Sound Effects                          150 (4)
    Streaming Music                                154 (4)
    Basic Graphics Programming                     158 (24)
  Best Practices                                   182 (1)
  Summary                                          183 (2)
Chapter 5 An Android Game Development Framework    185 (44)
  Plan of Attack                                   185 (1)
  The AndroidFilel0 Class                          186 (1)
  AndroidAudio, AndroidSound, and AndroidMusic:    187 (5)
  Crash, Bang, Boom!
  Androidlnput and AccelerometerHandler            192 (17)
    AccelerometerHandler: Which Side Is Up?        193 (1)
    The Pool Class: Because Reuse is Good for      194 (2)
    You'
    KeyboardHandler: Up, Up, Down, Down, Left,     196 (4)
    Right
    Touch Handlers                                 200 (7)
    Androidlnput: The Great Coordinator            207 (2)
  AndroidGraphics and AndroidPixmap: Double        209 (14)
  Rainbow
    Handling Different Screen Sizes and            209 (6)
    Resolutions
    AndroidPixmap: Pixels for the People           215 (1)
    AndroidGraphics: Serving Our Drawing Needs     216 (4)
    AndroidFastRenderView: Loop, Strech, Loop,     220 (3)
    Stretch
  AndroidGame: Tying Everything Together           223 (4)
  Summary                                          227 (2)
Chapter 6 Mr. Nom Invades Android                  229 (40)
  Creating the Assets                              229 (3)
  Setting Up the Project                           232 (1)
  MrNomGame: The Main Activity                     232 (5)
    Assets: A Convenient Asset Store               233 (1)
    Settings: Keeping Track of User Choices and    234 (2)
    High Scores
    LoadingScreen: Fetching the Assets from Disk   236 (1)
  The Main Menu Screen                             237 (4)
  The HelpScreen Class(es)                         241 (2)
  The High-Scores Screen                           243 (4)
    Rendering Numbers: An Excursion                243 (2)
    Implementing the Screen                        245 (2)
  Abstracting                                      247 (20)
    Abstracting the World of Mr. Nom: Model,       248 (11)
    View, Controller
    The GameScreen Class                           259 (8)
  Summary                                          267 (2)
Chapter 7 OpenGL ES: A Gentle Introduction         269 (82)
  What Is OpenGL ES and Why Should I Care?         269 (8)
    The Programming Model: An Analogy              270 (2)
    Projections                                    272 (3)
    Normalized Device Space and the Viewport       275 (1)
    Matrices                                       275 (1)
    The Rendering Pipeline                         276 (1)
  Before We Begin                                  277 (1)
  GLSurfaceView: Making Things Easy Since 2008     278 (3)
  GLGame: Implementing the Game Interface          281 (7)
  Look Mom, I Got a Red Triangle'                  288 (12)
    Defining the Viewport                          288 (1)
    Defining the Projection Matrix                 289 (3)
    Specifying Triangles                           292 (4)
    Putting It Together                            296 (4)
  Specifying Per Vertex Color                      300 (4)
  Texture Mapping: Wallpapering Made Easy          304 (11)
    Texture Coordinates                            304 (2)
    Uploading Bitmaps                              306 (2)
    Texture Filtering                              308 (1)
    Disposing of Textures                          309 (1)
    A Helpful Snippet                              310 (1)
    Enabling Texturing                             310 (1)
    Putting It Together                            310 (3)
    A Texture Class                                313 (2)
  Indexed Vertices: Because Reuse Is Good for      315 (6)
  You
    Putting It Together                            316 (2)
    A Vertices Class                               318 (3)
  Alpha Blending: I Can See Through You            321 (4)
  More Primitives: Points, Lines, Strips, and      325 (1)
  Fans
  2D Transformations: Fun with the Model-View      326 (12)
  Matrix
    World and Model Space                          326 (2)
    Matrices Again                                 328 (1)
    An First Example Using Translation             329 (4)
    More Transformations                           333 (5)
  Optimizing for Performance                       338 (11)
    Measuring Frame Rate                           338 (1)
    The Curious Case of the Hero on Android 1.5    339 (1)
    What's Making My OpenGL ES Rendering So        340 (1)
    Slow?
    Removing Unnecessary State Changes             341 (2)
    Reducing Texture Size Means Fewer Pixels to    343 (1)
    Be Fetched
    Reducing Calls to OpenGL ES/JNI Methods        344 (1)
    The Concept of Binding Vertices                345 (3)
    In Closing                                     348 (1)
  Summary                                          349 (2)
Chapter 8 2D Game Programming Tricks               351 (78)
  Before We Begin                                  351 (1)
  In the Beginning There Was the Vector            352 (13)
    Working with Vectors                           353 (2)
    A Little Trigonometry                          355 (2)
    Implementing a Vector Class                    357 (3)
    A Simple Usage Example                         360 (5)
  A Little Physics in 2D                           365 (7)
    Newton and Euler, Best Friends Forever         365 (1)
    Force and Mass                                 366 (1)
    Playing Around, Theoretically                  367 (1)
    Playing Around, Practically                    368 (4)
  Collision Detection and Object Representation    372 (27)
  in 2D
    Bounding Shapes                                373 (2)
    Constructing Bounding Shapes                   375 (2)
    Game Object Attributes                         377 (1)
    Broad-Phase and Narrow-Phase Collision         378 (8)
    Detection
    An Elaborate Example                           386 (13)
  A Camera in 2D                                   399 (6)
    The Camera2D Class                             402 (1)
    An Example                                     403 (2)
  Texture Atlas: Because Sharing Is Caring         405 (6)
    An Example                                     407 (4)
  Texture Regions, Sprites, and Batches: Hiding    411 (11)
  OpenGL ES
    The TextureRegion Class                        411 (1)
    The SpriteBatcher Class                        412 (10)
  Sprite Animation                                 422 (6)
    The Animation Class                            423 (1)
    An Example                                     424 (4)
  Summary                                          428 (1)
Chapter 9 Super Jumper: A 2D OpenGL ES Game        429 (60)
  Core Game Mechanics                              429 (1)
  A Backstory and Art Style                        430 (1)
  Screens and Transitions                          431 (1)
  Defining the Game World                          432 (3)
  Creating the Assets                              435 (9)
    The UI Elements                                435 (2)
    Handling Text with Bitmap Fonts                437 (2)
    The Game Elements                              439 (2)
    Texture Atlas to the Rescue                    441 (1)
    Music and Sound                                442 (2)
  Implementing Super Jumper                        444 (42)
    The Assets Class                               444 (3)
    The Settings Class                             447 (1)
    The Main Activity                              448 (1)
    The Font Class                                 449 (2)
    GLScreen                                       451 (1)
    The Main Menu Screen                           451 (3)
    The Help Screens                               454 (3)
    The High-Scores Screen                         457 (2)
    The Simulation Classes                         459 (16)
    The Game Screen                                475 (7)
    The WorldRenderer Class                        482 (4)
  To Optimize or Not to Optimize                   486 (1)
  Summary                                          487 (2)
Chapter 10 OpenGL ES: Going 3D                     489 (36)
  Before We Begin                                  489 (1)
  Vertices in 3D                                   490 (5)
    Vertices3: Storing 3D Positions                490 (2)
    An Example                                     492 (3)
  Perspective Projection: The Closer, the Bigger   495 (3)
  Z-buffer: Bringing Order into Chaos              498 (6)
    Fixing the Last Example                        499 (1)
    Blending: There's Nothing Behind You           500 (3)
    Z-buffer Precision and Z-fighting              503 (1)
  Defining 3D Meshes                               504 (7)
    A Cube: Hello World in 3D                      505 (3)
    An Example                                     508 (3)
  Matrices and Transformations Again               511 (13)
    The Matrix Stack                               512 (2)
    Hierarchical Systems with the Matrix Stack     514 (6)
    A Simple Camera System                         520 (4)
  Summary                                          524 (1)
Chapter 11 3D Programming Tricks                   525 (52)
  Before We Begin                                  525 (1)
  Vectors in 3D                                    526 (4)
  Lighting in OpenGL ES                            530 (18)
    How Lighting Works                             530 (2)
    Light Sources                                  532 (1)
    Materials                                      533 (1)
    How OpenGL ES Calculates Lighting: Vertex      533 (1)
    Normals
    In Practice                                    534 (14)
    Some Notes on Lighting in OpenGL ES            548 (1)
  Mipmapping                                       548 (5)
  Simple Cameras                                   553 (11)
    The First-Person or Euler Camera               553 (3)
    An Euler Camera Example                        556 (6)
    A Look-At Camera                               562 (2)
  Loading Models                                   564 (7)
    The Wavefront OBJ Format                       565 (1)
    Implementing an OBJ Loader                     566 (4)
    Using the OBJ Loader                           570 (1)
    Some Notes on Loading Models                   571 (1)
  A Little Physics in 3D                           571 (1)
  Collision Detection and Object Representation    572 (4)
  in 3D
    Bounding Shapes in 3D                          572 (1)
    Bounding Sphere Overlap Testing                573 (1)
    GameObject3D and DynamicGameObject3D           574 (2)
  Summary                                          576 (1)
Chapter 12 Droid Invaders: the Grand Finale        577 (48)
  Core Game Mechanics                              577 (2)
  A Backstory and Art Style                        579 (1)
  Screens and Transitions                          580 (1)
  Defining the Game World                          581 (1)
  Creating the Assets                              582 (5)
    The UI Assets                                  582 (2)
    The Game Assets                                584 (2)
    Sound and Music                                586 (1)
  Plan of Attack                                   587 (1)
  The Assets Class                                 587 (3)
  The Settings Class                               590 (1)
  The Main Activity                                591 (1)
  The Main Menu Screen                             592 (3)
  The Settings Screen                              595 (3)
  The Simulation Classes                           598 (12)
    The Shield Class                               598 (1)
    The Shot Class                                 598 (1)
    The Ship Class                                 599 (2)
    The Invader Class                              601 (3)
    The World Class                                604 (6)
  The GameScreen Class                             610 (7)
  The WorldRender Class                            617 (5)
  Optimizations                                    622 (1)
  Summary                                          623 (2)
Chapter 13 Publishing Your Game                    625 (12)
  A Word on Testing                                625 (1)
  Becoming a Registered Developer                  626 (1)
  Sign Your Game's APK                             627 (4)
  Putting Your Game on the Market                  631 (3)
    Uploading Assets                               632 (1)
    Listing Details                                633 (1)
    Publishing Options                             633 (1)
    Publish!                                       634 (1)
    Marketing                                      634 (1)
  The Developer Console                            634 (2)
  Summary                                          636 (1)
Chapter 14 What's Next?                            637 (4)
  Getting Social                                   637 (1)
  Location Awareness                               637 (1)
  Multiplayer Functionality                        638 (1)
  OpenGL ES 2.0 and More                           638 (1)
  Frameworks and Engines                           638 (2)
  Resources on the Web                             640 (1)
  Closing Words                                    640 (1)
Index                                              641