Cover image for Android NDK Game Development Cookbook.
Android NDK Game Development Cookbook.
ISBN:
9781782167792
Title:
Android NDK Game Development Cookbook.
Author:
Kosarevsky, Sergey.
Personal Author:
Physical Description:
1 online resource (364 pages)
Contents:
Intro -- 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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2019. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Added Author:
Format:
Electronic Resources
Electronic Access:
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Publication Date:
2013
Publication Information:
Olton :

Packt Publishing, Limited,

2013.

©2013.