Download Advanced Android 4 Games by Vladimir Silva PDF

By Vladimir Silva

"Wolfenstein 3D"-like and "Doom"-like video game apps are a few of the classic Android video games awarded within the unique version of this booklet. considering the fact that their unencumber, Android has stepped forward with the debut of Android 4.0, including larger fonts, new consumer Interface and event (UI/UX) APIs, tablet issues, multi-touch functions, multi-tasking, speedier functionality, and lots more and plenty extra to the Android online game app development repertoire.

Multi-touch code provides those video games and their gamers dynamic enter and alternate ability, for a extra lifelike arcade video game experience. Faster and higher functionality deals online game gamers a extra seamless, enjoyable arcade event like by no means sooner than on Android. there's additionally stronger local C/C++ integration with Android's NDK to boot, 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 to be had with Android 4.0.
* research different suggestions for making improvements to the game enjoying event together with wireless tethering, higher multi-tasking, new and higher streaming net video utilizing WebM, and extra.
* by way of combining the dependent object-oriented beneficial properties of Java and the uncooked strength of C, there isn't any restrict to the categories of video games that you should construct for the platform, reminiscent of the "Quake 3D"-like game app case learn during this book. 

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

<What you’ll learn> * Key complex Android gaming recommendations utilizing the hot Android SDK 4 to aid you earn extra money within the app shops
* the way to collect local code (C) in Android utilizing the NDK
* tips on how to upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming tips and suggestions, equivalent to hybrid 3D images with OpenGL and JNI
* the way to port and increase a second shooter online game app just like "Wolfenstein" for Android
* how one can port and increase one other second shooter "Doom"-like video game app for Android utilizing OpenGL
* easy methods to construct a 3D shooter online game like "Quake"
* How and the place to most sensible installation those online game apps
Who this ebook is for
This ebook is for savvy Android app builders who're trying to find specialist or complicated recommendations for porting, augmenting and development 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 pics with OpenGL and JNI
* effective photos with OpenGL ES 2.0 
* second 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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The game engine loads audio assets typically from game files. Audio assets are simply audio files such as waves (wav) and Ogg Vorbis (ogg). 2. The game engine will typically initialize the audio hardware and define the overall audio properties such as frequency (in Hz), audio resolution (16 vs. 32 bit), and number of channels (2 for stereo 1 for mono). 3. Whenever an audio event occurs in the game, such as the player fires a gun or jumps, the engine will play the specific raw audio assets by writing an audio buffer to the device hardware.

If so, then the gesture is executed. getY(i)); } Finally we can check if the pointer falls within the gesture bounds by looping through each gesture and checking if each pointer XY coordinates falls within the gesture bounding rectangle. execute(action, points[j]); } } } 51 52 CHAPTER 2: Gaming Tricks for Phones or Tablets TestActivity Last thing we need is an Activity that will initialize the multitouch screen, the gesture bounds, and listen for touch events (see Listing 2–15). Listing 2–15. getDefaultDisplay()).

As you can see from Listing 2–6, this can be a tricky situation. The following are the key steps:  Get the size of the Java array, and for each element of the array:  Get the Java String[i] element using GetObjectArrayElement(JNIEnv * env, jobjectArray jarray, int pos).  Convert the retrieved element into a C string (char *) using GetStringUTFChars(JNIEnv * env, jstring jrow, 0).  Allocate space for the C array using malloc(length of string + 1). Note that an extra space is allocated for the terminator character.

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