Advanced Android 4 Games by Vladimir Silva

By Vladimir Silva

"Wolfenstein 3D"-like and "Doom"-like online game apps are a number of the classic Android video games provided within the unique version of this e-book. considering that their liberate, Android has advanced with the debut of Android 4.0, including larger fonts, new consumer Interface and adventure (UI/UX) APIs, tablet issues, multi-touch functions, multi-tasking, quicker functionality, and lots more and plenty extra to the Android online game app development repertoire.

Multi-touch code supplies those video games and their gamers dynamic enter and alternate ability, for a extra practical arcade online game experience. Faster and higher functionality deals online game avid gamers a extra seamless, enjoyable arcade adventure like by no means sooner than on Android. there's additionally better local C/C++ integration with Android's NDK to boot, which makes coding, compiling, and changing both productive and effective with profits in app performance. 

With actionable real-world source, Advanced Android 4 Games shows you the way to construct extra refined and addictive Android video games, harnessing the facility of those fresh developments.
* insurance of the new UI, UX, multi-touch and multi-tasking gains to be had with Android 4.0.
* research different options for making improvements to the game enjoying event together with wireless tethering, larger multi-tasking, new and higher streaming internet video utilizing WebM, and extra.
* by way of combining the stylish object-oriented positive aspects of Java and the uncooked energy of C, there isn't any restrict to the categories of video games so you might construct for the platform, similar to the "Quake 3D"-like game app case research during this book. 

You’ll certainly have a good time, and maybe you’ll even make a few cash. get pleasure from!

<What you’ll learn> * Key complex Android gaming options utilizing the recent Android SDK 4 to aid you earn extra money within the app shops
* tips to collect local code (C) in Android utilizing the NDK
* find out how to upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming methods and information, similar to hybrid 3D snap shots with OpenGL and JNI
* the best way to port and increase a 2nd shooter video game app just like "Wolfenstein" for Android
* tips to port and increase one other 2nd shooter "Doom"-like video game app for Android utilizing OpenGL
* the way to construct a 3D shooter video game like "Quake"
* How and the place to most sensible set up those video game apps
Who this booklet is for
This booklet is for savvy Android app builders who're searching for expert or complex thoughts for porting, augmenting and construction 2nd and 3D video game apps which are complicated, enjoyable and profitable.
desk of Contents * Welcome to Android Gaming
* Gaming methods:
* extra Gaming tips: Hybrid 3D images with OpenGL and JNI
* effective portraits 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 counsel

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Extra resources for Advanced Android 4 Games

Example text

Consider the arbitrary Java class MyApp in Listing 2–1. For the sake of simplicity let’s say we wish to call a native game startup function (GameMain) written in C from this class. All we need are a Java class and a C file implementation. Let’s take a closer look at MyApp: Listing 2–1. loadLibrary. Note that the name of the library is important (myapp). dll but that’s another story). Next we tell Java the native library has a function GameMain that takes an array of strings as arguments. The native keyword in Java is used to declare native functions.

CHAPTER 2: Gaming Tricks for Phones or Tablets WARNING: Handling Audio in the native side only via OpenAL is not supported in Android versions prior to 3. Nevertheless it is the most efficient way of doing it. On the other hand, using a thin Java wrapper will work in all Android versions. It will be a bit slower however. By using a thin Java wrapper to the Mediatrack API, we can work around Android’s lack of support of popular audio standards such as OpenAL and others. With a wrapper we can read the audio buffer from the native library and render it using the AudioTrack API.

It is machine-generated and must not be edited by the user. Natives is the Java class name from which you wish to extract the headers. Next, the following constants are defined: #define CB_CLASS "jni/Natives" #define CB_CLASS_MSG_CB "OnMessage" #define CB_CLASS_MSG_SIG "(Ljava/lang/String;I)V" CB_CLASS is the name of the Java class that will be invoked within C (note that the period separating path names is replaced by /). CB_CLASS_MSG_CB is the name of the Java method (OnMessage) that will be invoked (see Listing 2–2).

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