Advanced Android 4 Games - download pdf or read online

By Vladimir Silva

ISBN-10: 1430240598

ISBN-13: 9781430240594

"Wolfenstein 3D"-like and "Doom"-like video game apps are a number of the classic Android video games provided within the unique variation of this ebook. given that their unlock, Android has improved with the debut of Android 4.0, including higher fonts, new consumer Interface and adventure (UI/UX) APIs, tablet issues, multi-touch services, multi-tasking, speedier functionality, and lots more and plenty extra to the Android online game app development repertoire.

Multi-touch code supplies those video games and their avid gamers dynamic enter and trade ability, for a extra practical arcade video game experience. Faster and higher functionality bargains online game avid gamers a extra seamless, enjoyable arcade event like by no means prior to on Android. there's additionally greater local C/C++ integration with Android's NDK besides, which makes coding, compiling, and changing both productive and effective with earnings in app performance. 

With actionable real-world source, Advanced Android 4 Games shows you ways to construct extra refined and addictive Android video games, harnessing the ability of those contemporary developments.
* assurance of the new UI, UX, multi-touch and multi-tasking positive factors on hand with Android 4.0.
* examine different innovations for making improvements to the game enjoying adventure together with wireless tethering, larger multi-tasking, new and higher streaming internet video utilizing WebM, and extra.
* through combining the dependent object-oriented positive factors of Java and the uncooked strength of C, there isn't any restrict to the kinds of video games that you should construct for the platform, akin to the "Quake 3D"-like game app case learn during this book. 

You’ll certainly rejoice, and maybe you’ll even make a few funds. take pleasure in!

<What you’ll learn> * Key complex Android gaming options utilizing the hot Android SDK 4 to support you earn more cash within the app shops
* the way to bring together local code (C) in Android utilizing the NDK
* the best way to upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming methods and assistance, similar to hybrid 3D photographs with OpenGL and JNI
* tips to port and increase a second shooter online game app just like "Wolfenstein" for Android
* how you can port and increase one other second shooter "Doom"-like online game app for Android utilizing OpenGL
* easy methods to construct a 3D shooter video game like "Quake"
* How and the place to top installation those video game apps
Who this e-book is for
This e-book is for savvy Android app builders who're searching for expert or complex recommendations for porting, augmenting and construction 2nd and 3D video game apps which are advanced, enjoyable and profitable.
desk of Contents * Welcome to Android Gaming
* Gaming tips:
* extra Gaming tips: Hybrid 3D pictures with OpenGL and JNI
* effective pix with OpenGL ES 2.0 
* 2nd Shooters with OpenGL: Doom-like App for Android
* 3D Shooters half I: Quake-like App  
* 3D Shooters half II: Quake II
* Appendix: Deployment and Compilation information

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Example text

MyApp. Now, for the native side implementation of GameMain. Be careful with the syntax of the function in C. We can’t just write a C function called GameMain. It must follow a strict JNI syntax. Thus the C implementation file is shown in Listing 2–2: Listing 2–2. h> JNIEXPORT void JNICALL Java_myapp_GameMain (JNIEnv * env, jclass class, jobjectArray jargv) { CHAPTER 2: Gaming Tricks for Phones or Tablets // extract string args // call main (int argc, const char ** argv) } Note in Listing 2–2 that the native implementation name is not GameMain but Java_myapp_GameMain.

Now, for the native side implementation of GameMain. Be careful with the syntax of the function in C. We can’t just write a C function called GameMain. It must follow a strict JNI syntax. Thus the C implementation file is shown in Listing 2–2: Listing 2–2. h> JNIEXPORT void JNICALL Java_myapp_GameMain (JNIEnv * env, jclass class, jobjectArray jargv) { CHAPTER 2: Gaming Tricks for Phones or Tablets // extract string args // call main (int argc, const char ** argv) } Note in Listing 2–2 that the native implementation name is not GameMain but Java_myapp_GameMain.

Let’s continue. Creating the Android Project with Native Support Here we will create a simple Android project to apply the concepts we learned in the previous section. The project will consist of the following components:  An Android activity: This is the main entry point for the application. Its job is to load a native library and call a C function within sending an array of strings as arguments.  A native library: This library implements a simple C log function to extract a string argument from the Java activity and print the message to the Android log console.

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Advanced Android 4 Games by Vladimir Silva


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