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by Vladimir Silva
Advanced Android 4 Games
Title
Dedication
Contents at a Glance
Contents
About the Author
About the Technical Reviewers
Acknowledgment
Introduction
The Green Robot Has Taken Off
Who's the Target Audience?
Skills Needed to Make the Most of This Book
What Hardware/Software Will You Need?
What Makes This Book Unique?
Android SDK Compatibility
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 1: Welcome to the World of the Little Green Robot
Setting Up Your Machine
Download and Install the SDK
Configure your Eclipse
Installing the Native Development Kit
Creating an Android Emulator
Configuring a Real Device
Summary
Chapter 2: Gaming Tricks for Phones or Tablets
Compiling Native Code in Android
Compiling the Shared Library
Testing the App on a Device
Java Wrappers for C/C++ Event Handling
Multitouch Tricks
Bluetooth Controllers (Zeemote)
Summary
Chapter 3: More Gaming Tricks with OpenGL and JNI
The Power of Mobile Devices
OpenGL the Java Way
OpenGL the Native Way
Scaling Video Buffers with Hybrid OpenGL ES
Summary
Chapter 4: Efficient Graphics with OpenGL ES 2.0
OpenGL ES 2.0 and Android
Invoking OpenGL ES 2.0 in Android
Project Icosahedron
Adding Swipe and Multi-Touch Pinch for Zooming
Compiling and Running
Summary
Chapter 5: 3D Shooters for Doom
The Sky Is the Limit with the Java/C Power Combo
Bringing Doom to a Mobile Device
Game Architecture for Doom
Java Main Activity
Handling Audio Independently of the Format
Native Interface Class
Native Layer
Compiling Doom with the NDK
Testing Doom in the Emulator
Summary
Chapter 6: 3D Shooters for Quake
A Little About the Quake Jargon
The Power of Code Reuse: Quake in Less Than 500 Lines of New Code
Is the Software Renderer a Possible Solution?
Quake for Android Architecture
Changes Required to the Native Quake Engine
Running on a Device
Summary
Chapter 7: 3D Shooters for Quake II
Reviewing the Code
Escaping the Shackles of the Java Heap
Taming the Mighty Quake II Engine
Building Quake II with the NDK
Running on the Device or Emulator
Quake II Performance on Multiple Devices
Summary
Appendix: Deployment and Compilation Tips
Signing Your Application
JNI Cheat Sheet
Final Thoughts
Index
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