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Android NDK Game Development Cookbook
Table of Contents
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
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Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who is this book for
Building the source code
Conventions
Reader feedback
Customer support
Downloading the example code for this book
Errata
Piracy
Questions
1. Establishing a Build Environment
Introduction
Installing Android development tools on Windows
Getting ready
How to do it...
There's more...
Installing Android development tools on Linux
Getting ready
How to do it...
There's more...
Creating an application template manually
Getting ready
How to do it...
How it works...
There's more...
See also…
Adding native C++ code to your application
Getting ready
How to do it...
How it works...
There's more...
Switching NDK toolchains
Getting ready
How to do it...
There's more...
Supporting multiple CPU architectures
Getting ready
How to do it...
There's more...
Basic rendering with OpenGL ES
Getting ready
How to do it…
How it works…
Going cross platform
Getting ready
How to do it...
How it works…
There's more…
See also
Unifying the cross-platform code
Getting ready
How to do it...
There's more...
Linking and source code organization
Getting ready
How to do it...
How it works...
Signing release Android applications
Getting ready
How to do it...
See also
2. Porting Common Libraries
Introduction
Compiling the native static libraries for Windows
Getting ready
How to do it...
How it works...
There’s more...
Compiling the native static libraries for Android
Getting ready
How to do it...
How it works...
Compiling the libcurl networking library
Getting ready
How to do it...
How it works…
There’s more…
See also
Compiling the OpenAL library
Getting ready
How to do it...
How it works…
See also
Compiling libvorbis, libmodplug, and libtheora
Getting ready
How to do it...
Using the FreeImage graphics library
Getting ready
How to do it...
How it works...
There’s more…
See also
Using the FreeType library for text rendering
Getting ready
How to do it...
How it works…
There’s more...
Implementing timing in physics
Getting ready
How to do it...
How it works...
See also…
Rendering graphics in 2D
Getting ready
How to do it…
How it works…
See also …
Setting up Box2D simulations
Getting ready
How to do it...
How it works...
There’s more...
See also
Building the ODE physical library
Getting ready
How to do it...
How it works...
There’s more...
See also
3. Networking
Introduction
Fetching list of photos from Flickr and Picasa
Getting ready
How to do it…
How it works…
There's more…
See also
Downloading images from Flickr and Picasa
Getting ready
How to do it…
How it works…
There's more…
Performing cross-platform multithreading
Getting ready
How to do it...
How it works...
Synchronizing native cross-platform threads
Getting ready
How to do it...
How it works...
See also
Managing memory using reference counting
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing asynchronous task queues
Getting ready
How to do it...
How it works...
Handling asynchronous callbacks invocation
Getting ready
How to do it…
How it works…
Working with the network asynchronously
Getting ready
How to do it…
How it works…
See also
Detecting a network address
Getting ready
How to do it...
How it works...
There's more...
Writing the HTTP server
Getting ready
How to do it…
How it works…
There's more…
See also
4. Organizing a Virtual Filesystem
Introduction
Abstracting file streams
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing portable memory-mapped files
Getting ready
How to do it...
How it works...
Implementing file writers
How to do it...
How it works…
See also
Working with in-memory files
Getting ready
How to do it...
How it works...
See also
Implementing mount points
Getting ready
How to do it...
How it works...
There's more...
See also
Enumerating files in the .zip archives
Getting ready
How to do it...
How it works...
See also
Decompressing files from the .zip archives
Getting ready
How to do it...
How it works...
Loading resources asynchronously
Getting ready
How to do it...
There's more
See also
Storing application data
Getting ready
How to do it...
How it works...
There's more...
See also
5. Cross-platform Audio Streaming
Introduction
Initializing OpenAL and playing the .wav files
Getting ready
How to do it…
How it works...
See also
Abstracting basic audio components
Getting ready
How to do it…
How it works…
There's more…
See also
Streaming sounds
Getting ready
How to do it…
How it works…
There's more…
Decoding Ogg Vorbis files
Getting ready
How to do it...
How it works…
Decoding tracker music using ModPlug
Getting ready
How to do it...
How it works...
See also
6. Unifying OpenGL ES 3 and OpenGL 3
Introduction
Unifying the OpenGL 3 core profile and OpenGL ES 2
Getting ready
How to do it…
How it works…
There's more…
See also
Initializing the OpenGL 3 core profile on Windows
Getting ready
How to do it…
How it works…
There's more…
See also
Initializing OpenGL ES 2 on Android
Getting ready
How to do it…
How it works…
There's more…
See also
Unifying the GLSL 3 and GLSL ES 2 shaders
Getting ready
How to do it…
How it works…
There's more…
See also
Manipulating geometry
Getting ready
How to do it…
How it works…
There's more…
See also
Unifying vertex arrays
Getting ready
How to do it…
How it works…
There's more…
See also
Creating a wrapper for textures
Getting ready
How to do it…
How it works…
There's more…
See also
Creating a canvas for immediate rendering
Getting ready
How to do it…
How it works…
There's more…
See also
7. Cross-platform UI and Input Systems
Introduction
Processing multi-touch events on Android
Getting ready
How to do it...
How it works...
See also
Setting up multi-touch emulation on Windows
Getting ready
How to do it...
How it works...
See also
Handling multi-touch events on Windows
Getting ready
How to do it...
How it works...
There's more...
See also
Recognizing gestures
Getting ready
How to do it...
How it works...
Implementing an on-screen joypad
Getting ready
How to do it...
How it works...
Using FreeType for text rendering
Getting ready
How to do it...
How it works...
There's more…
Localization of in-game strings
Getting ready
How to do it...
How it works...
There's more...
8. Writing a Match-3 Game
Introduction
Handling asynchronous multi-touch input
Getting ready
How to do it…
How it works…
There's more…
See also
Improving the audio playback mechanism
Getting ready
How to do it…
How it works…
There's more…
See also
Shutting down the application
Getting ready
How to do it…
How it works…
There's more…
See also
Implementing the main loop
Getting ready
How to do it…
How it works…
There's more…
See also
Creating a multiplatform gaming engine
Getting ready
How to do it…
How it works…
See also
Writing the match-3 game
Getting ready
How to do it…
How it works…
There's more…
See also
Managing shapes
Getting ready
How to do it…
How it works…
See also
Managing the game field logic
Getting ready
How to do it…
How it works…
There's more…
Implementing user interaction within a game loop
Getting ready
How to do it…
How it works…
There's more…
See also…
9. Writing a Picture Puzzle Game
Introduction
Implementing picture puzzle game logic
Getting ready
How to do it...
How it works...
Implementing the animated 3D image selector
Getting ready
How to do it...
How it works...
There's more...
See also
Page-based user interface
Getting ready
How to do it...
How it works…
There's more...
See also
Image gallery with Picasa downloader
How to do it…
How it works…
See also
Implementing the complete picture-puzzle game
Getting ready
How to do it…
How it works…
There's more...
See also
Index
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