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Android NDK Game Development Cookbook电子书

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10人正在读 | 0人评论 9.8

作       者:Sergey Kosarevsky

出  版  社:Packt Publishing

出版时间:2013-11-25

字       数:172.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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A systematic guide consisting of over 70 recipes which focus on helping you build portable mobile games and aims to enhance your game development skills with clear instructions.If you are a C++ developer who wants to jump into the world of Android game development and who wants to use the power of existing C++ libraries in your existing Android Java applications, then this book is for you. You need to have basic knowledge of C or C++ including pointer manipulation, multithreading, and object-oriented programming concepts as well as some experience developing applications without using an IDE.
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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

Support files, eBooks, discount offers and more

Why Subscribe?

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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