Beginning Android 3D Game Development - PDF

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Beginning Android 3D Game Development by Robert Chin

This book is meant to be a quick-start guide to developing 3D games for the Android platform using Java and OpenGL ES 2.0. Development will utilize the Eclipse Integrated Development Environment (IDE) with Android Development Tools (ADT) plug-ins installed. The goal is to cover key concepts and illustrate them, using concrete hands-on examples and case studies. A single book cannot cover every aspect of Android game development or Android software development in general. Thus, this book is not meant as a reference guide. The following is a summary of each chapter in this book.

Chapter 1: “Let’s Meet the Android.” In this chapter, I provide an overview of Android, an overview of the Android SDK, instructions on how to set up your computer for Android development, and a hands-on example involving a simple “Hello World” program for those unfamiliar with Android.


Chapter 2: “Java for Android.” In this chapter, I offer an overview of the Java language, the basic Android Java program framework, and information on the basic Java OpenGL ES framework.


Chapter 3: “3D Math Review.” In this chapter, 3D math, vectors, matrices, and vector and matrix operations are discussed.


Chapter 4: “3D Graphics Using OpenGL ES 2.0.” In this chapter, I provide an overview of OpenGL ES 2.0 on Android, 3D meshes, lighting, materials, textures, saving persistent data, and creating a gravity grid using vertex and fragment shaders.


Chapter 5: “Motion and Collision.” In this chapter, collision and Newtonian mechanics are covered.


Chapter 6: “Game Environment.” In this chapter, sounds and the heads-up display are discussed.


Chapter 7: “Drone Grid Case Study: Creating the Player.” In this chapter, I explain how to create a player, including elements associated with a player within our Drone Grid game, such as weapons, ammunition and player’s HUD.


Chapter 8: “Drone Grid Case Study: Creating the Enemies.” This chapter details how to create the enemies in our Drone Grid game. The enemies are arena objects and tanks. Arena objects are fairly simple in their behavior. Tanks are more complex enemy objects that will require the use of complex artificial intelligence, which I also cover.


Chapter 9: “Drone Grid Case Study: The User Interface.” User interfaces for our Drone Grid game are discussed in this chapter, including the Main Menu System, the creation of the high score table, and the high score entry menu.


Chapter 10: “The Final Drone Grid Game.” This chapter brings together everything from previous chapters into the final Drone Grid game. A final complete working game that integrates all the elements from previous chapters is presented. The final game will use elements discussed previously such as menus, heads up display, and enemy objects such as arena objects and tanks.


Chapter 11: “The Android Native Development Kit (NDK).” This chapter covers the Android Native Development Kit and discusses the Java Native Interface (JNI) in addition.


Chapter 12: “Publishing and Marketing Your Final Game.” This chapter discusses how to publish and market your final Android game. It includes a list of Android marketplaces from which you can upload your game distribution file, a list of numerous ad networks that support Android, and a list of game sites that review Android games.


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