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Practical Android 4 Games Development (J. F. DiMarzio)(Z-Library)

Author J. F. DiMarzio

Mobile
Language English

Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer’s Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android. From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier. Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom Build your own reusable “black box” for game development Easy-to-follow examples make creating the sample games a hands-on experience What you’ll learn How to design and develop compelling 2D and 3D games How to create rich environments and characters How to do collision detection How to add realism to your games with basic game physics How to create a gaming “black box” that can be reused How to play your games on Android phones and tablets Who this book is for This book is for aspiring Android game app developers who are ready to move beyond beginning level books or tutorials on Android game building. Table of Contents Welcome to Andriod Gaming Star Fighter: A 2-D shooter Press Start: Making a Menu Drawing the Environment Creating Your Character Adding the Enemies Adding Basic Enemy Artifical Intelligence Defend yourself! Publishing Your Game BlobHunter: Creating 3-D Games Create an Immersive Environment Navigating the 3-D Environment

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# Practical Android 4 Games Development — Reading Guide ## 【One-Line Pitch】 A hands-on, project-driven guide for intermediate Android developers who want to build complete 2D and 3D games for both phones and tablets, culminating in two fully playable sample games and a reusable game framework. If you already know Java basics and want to move from "toy apps" to real game development on Android 4.0 (Ice Cream Sandwich), this book walks you through every step. ## 【Book Arc】 - **Opening (~0%–10%)**: Introduces the Android gaming landscape—why mobile gaming matters, the range of devices and fragmentation challenges, and why Android is an attractive platform for indie developers. Sets expectations for the iterative, project-based approach that follows. - **Early (~10%–17%)**: Covers Android fundamentals for game developers: setting up the SDK/Eclipse environment, the Activity lifecycle, input handling, file I/O, audio programming, and basic graphics. Establishes the core building blocks before any game code is written. - **Early–Middle (~17%–38%)**: Builds a reusable game framework ("black box") with classes for file I/O, audio, input (touch, keyboard, accelerometer), graphics, and a fast render loop. Includes a complete 2D game (Mr. Nom) as the first full example, demonstrating the framework in action. - **Middle (~38%–48%)**: Introduces OpenGL ES for 2D graphics—projections, textures, vertices, alpha blending, transformations—and then applies it to a second complete 2D game (Super Jumper) with physics, collision detection, and sprite animation. - **Late (~48%–64%)**: Moves to 3D with OpenGL ES: 3D vertices, perspective projection, Z-buffering, meshes, matrices, lighting, and mipmapping. Also covers Android history/version fragmentation and the Android Market ecosystem for publishing. ## 【Key Takeaways】 - **Android 4.0 (Ice Cream Sandwich) unified phone and tablet development** (Early): The merger of Honeycomb and Gingerbread means one codebase can target both form factors, but you still need to handle screen-size differences and hardware fragmentation across 400+ devices. - **A reusable game framework saves enormous time** (Early): The book builds a "black box" of classes—AndroidFileIO, AndroidAudio, AndroidInput, AndroidGraphics, AndroidFastRenderView—that you can carry into any future project. This is the core value proposition. - **The Activity lifecycle is the backbone of Android games** (Early): Understanding how onCreate, onPause, onResume, and onDestroy interact with your game loop is critical for handling phone calls, screen locks, and backgrounding without crashes. - **OpenGL ES is approachable if you start with 2D** (Middle): The book demystifies projections, matrices, and texture mapping using a simple red triangle example before building up to full 2D games—a gentle on-ramp to graphics programming. - **Collision detection and basic physics are practical, not theoretical** (Middle): Using bounding shapes, broad-phase/narrow-phase detection, and simple Newtonian physics (force, mass, acceleration) makes games feel real without requiring a physics degree. - **3D builds directly on 2D knowledge** (Late): Once you understand vertices, textures, and matrices in 2D, adding the third dimension is incremental—perspective projection, Z-buffering, and 3D meshes extend what you already know. - **Fragmentation is manageable with the right mindset** (Late): While supporting six Android versions across hundreds of devices sounds daunting, the book argues that hardware capabilities matter more than API differences, and most issues have minimal workarounds. ## 【Reading Tips】 - **Skim the Android history and market chapters** (Late ~52%–64%): These are context, not actionable code. Read them once for background, but don't linger—the real value is in the framework and game chapters. - **Deep-read the framework chapters** (Early ~10%–17%): The AndroidGame, AndroidFastRenderView, and input handler classes are the foundation for everything that follows. Understand these thoroughly before moving on. - **Code along with the two complete games** (Middle ~38%–48%): Mr. Nom (2D) and Super Jumper (2D OpenGL) are the payoff. Don't just read—type the code, run it, and break it to see how it works. - **Watch for the "black box" pattern**: The book deliberately builds reusable classes. Take notes on the design decisions—why certain classes exist and how they interact—because you'll want to replicate this architecture in your own games. - **The 3D chapters assume you've mastered the 2D material** (Late): If you skip ahead, you'll struggle with matrices and meshes. The book is explicitly iterative; follow the sequence. ## 【Coverage Limits】 The excerpts cover the book's structure, framework design, and game examples well, but do not include detailed code listings or step-by-step implementation instructions. Specific API calls, class implementations, and the full Super Jumper and 3D game code are beyond what this guide can summarize. ##

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Excerpt 1
e an Immersive Environment Navigating the 3-D Environment Beginning Android 4 Games Development Copyright © 2011 by Mario Zechner and Robert Green All r...
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Excerpt 2
Game Programming Tricks Before We Begin In the Beginning ...
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Excerpt 3
rogramming Tricks Before We Begin In the Beginning ...
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Excerpt 4
out her, he wouldn't have been able to make it this far. He would also like to thank his parents for bringing home that KayPro II in the 80s, buying him...
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