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Robert Green - Beginning Android 4 Games Development (Beginning Apress)

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Robert Green Beginning Android 4 Games Development (Beginning Apress)
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Beginning Android 4 Games Development offers everything you need to join the ranks of successful Android game developers. Youll start with game design fundamentals and programming basics, and then progress toward creating your own basic game engine and playable game that works on Android 4.0 and earlier devices. This will give you everything you need to branch out and write your own Android games.
The potential user base and the wide array of available high-performance devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through mobile gaming title? Beginning Android 4 Games Development will help you kick-start your project.
The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:
The fundamentals of Android game development targeting Android 1.5-4.0+ devices
The Android platform basics to apply those fundamentals in the context of making a game
The design of 2D and 3D games and their successful implementation on the Android platform
What youll learn
- How to set up and use the development tools for developing your first Android 4 or earlier version game app
- The fundamentals of game programming in the context of the Android platform
- How to use the Androids APIs for graphics, audio, and user input to reflect those fundamentals
- How to develop two 2D games from scratch, based on the Canvas API and OpenGL ES
- How to create a full-featured 3D game
- How to publish your games, get crash reports, and support your users
- How to complete your own playable 2D OpenGL games

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Practical Android 4 Games Development Copyright 2011 by J F DiMarzio All - photo 1

Practical Android 4 Games Development

Copyright 2011 by J. F. DiMarzio

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13 (pbk): 978-1-4302-4029-7

ISBN-13 (electronic): 978-1-4302-4030-3

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The images of the Android Robot (01 / Android Robot) are reproduced from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License. Android and all Android and Google-based marks are trademarks or registered trademarks of Google, Inc., in the U.S. and other countries. Apress Media, L.L.C. is not affiliated with Google, Inc., and this book was written without endorsement from Google, Inc.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

President and Publisher: Paul Manning
Lead Editor: James Markham
Technical Reviewers: Yosun Chang, Tony Hillerson
Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell,
Morgan Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson,
Michelle Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper,
Douglas Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing,
Matt Wade, Tom Welsh
Coordinating Editor: Corbin Collins
Copy Editor: Heather Lang
Compositor: MacPS, LLC
Indexer: SPi Global
Artist:SPi Global
Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media, LLC., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com.

For information on translations, please e-mail rights@apress.com, or visit www.apress.com.

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales.

The information in this book is distributed on an as is basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.

The source code for this book is available to readers at www.apress.com. You will need to answer questions pertaining to this book in order to successfully download the code.

This book is dedicated to my wife Suzannah and our three children,
Christian, Sophia, and Giovanni; for putting up with the late nights
and long weekends while I created this book.

Contents at a Glance

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Foreword

I dreamed of making video games when I was young, like nearly every other boy my age, but had no idea where to even begin. Everyone has the capability for a great game idea, but having the tools to create it is a much different story. The internet was in its infancy and there were precious few resources on game development, since even those in the industry were still figuring things out. For me, things changed as I got into my early 20s and found that universities were now starting to teach game design and development.

Even after finishing my degree, I remember realizing that there was very little opportunity for me to showcase my skills to potential employers. I was good at programming, but there wasn't much in the way of game development software that would allow me to focus on creating gameplay. It really took a team then to create anything more than the most simplistic games. There was certainly no way for a single developer to make a living working on their own unless they were skilled in all types of programming, art, and design and could sustain themselves for years while working on it.

Things started changing rapidly as the social gaming market began to explode and mobile devices became powerful enough to run truly fun game experiences. Things have continued to evolve so much that I'm blown away to see that games that I played on a console a decade ago are now fully functional in the palm of my hand. Along with this came game development software environments that allowed game developers to easily create games and focus on fun and functionality, no longer having to worry about just getting the nuts and bolts going.

Now there are so many choices out there for game developers that the decision just becomes which one to focus your time on? If flexibility is your goal, then Android is the clear winner with its open environment that encourages the developer and gives options for how and where to make their content available to consumers. It's also simple to create content that is usable on both Android tablets and mobile devices, making your chance for profit much higher with the same work involved.

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