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دانلود کتاب Beginning Android 4 Games Development

دانلود کتاب شروع توسعه بازی اندرویدی 4

Beginning Android 4 Games Development

مشخصات کتاب

Beginning Android 4 Games Development

ویرایش:  
نویسندگان: ,   
سری:  
ISBN (شابک) : 1430239875, 9781430239871 
ناشر:  
سال نشر:  
تعداد صفحات: 685 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 12 مگابایت 

قیمت کتاب (تومان) : 67,000



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فهرست مطالب

Title Page
Copyright Page
Contents at a Glance
Table of Contents
About the Authors
Acknowledgments
Introduction
	A Word About the Target Audience
	How This Book Is Organized
	Getting the Source Code
Chapter 1: Android, the New Kid on
the Block
	A Brief History of Android
	Fragmentation
	The Role of Google
		The Android Open Source Project
		The Android Market
		Challenges, Device Seeding, and Google I/O
	Android\'s Features and Architecture
		The Kernel
		The Runtime and Dalvik
		System Libraries
		The Application Framework
	The Software Development Kit
	The Developer Community
	Devices, Devices, Devices!
		Hardware
		The Range of Devices
			The Minimum Practical Target
			Cutting-Edge Devices
			The Future: Next Generation
			Game Controllers
	Compatibility Across All Devices
	Mobile Gaming Is Different
		A Gaming Machine in Every Pocket
		Always Connected
		Casual and Hardcore
		Big Market, Small Developers
	Summary
Chapter 2: First Steps with the Android SDK
	Setting Up the Development Environment
		Setting Up the JDK
		Setting Up the Android SDK
		Installing Eclipse
		Installing the ADT Eclipse Plug-In
		A Quick Tour of Eclipse
		Helpful Eclipse Shortcuts
	Hello World, Android Style
		Creating the Project
		Exploring the Project
		Writing the Application Code
	Running and Debugging Android Applications
		Connecting a Device
		Creating an Android Virtual Device
		Running an Application
		Debugging an Application
		LogCat and DDMS
		Using ADB
	Summary
Chapter 3: Game Development 101
	Genres: To Each One\'s Taste
		Casual Games
		Puzzle Games
		Action and Arcade Games
		Tower-Defense Games
		Innovation
	Game Design: The Pen Is Mightier Than the Code
		Core Game Mechanics
		A Story and an Art Style
		Screens and Transitions
	Code: The Nitty-Gritty Details
		Application and Window Management
		Input
		File I/O
		Audio
			The Physics of Sound
			Recording and Playback
			Audio Quality and Compression
			In Practice
		Graphics
			Of Rasters, Pixels, and Framebuffers
			Vsync and Double-Buffering
			What Is Color?
			Color Models
			Encoding Colors Digitally
			Image Formats and Compression
			Alpha Compositing and Blending
			In Practice
		The Game Framework
			The Game and Screen Interfaces
			A Simple Example
			Frame Rate–Independent Movement
	Summary
Chapter 4: Android for Game Developers
	Defining an Android Application: The Manifest File
		The  Element
		The  Element
		The  Element
		The  Element
		The  Element
		The  Element
		Android Game Project Setup in Ten Easy Steps
		Market Filters
		Defining the Icon of Your Game
	Android API Basics
		Creating aTest Project
			The AndroidBasicsStarter Activity
			Starting Activities Programmatically
			Creating the Test Activities
		The Activity Life Cycle
			In Theory
			In Practice
		Input Device Handling
			Getting (Multi-)Touch Events
			Processing Single-Touch Events
			Processing Multitouch Events
				Pointer IDs and Indices
				The Action Mask and More Event Types
				In Practice
			Processing Key Events
			Reading the Accelerometer State
			Reading the Compass State
		File Handling
			Reading Assets
			Accessing the External Storage
			Shared Preferences
		Audio Programming
			Setting the Volume Controls
		Playing Sound Effects
		Streaming Music
		Basic Graphics Programming
			Using Wake Locks
			Going Full-Screen
			Continuous Rendering in the UI Thread
			Getting the Screen Resolution (and Coordinate Systems)
			Drawing Simple Shapes
				Drawing Pixels
				Drawing Lines
				Drawing Rectangles
				Drawing Circles
				Putting It All Together
			Using Bitmaps
				Loading and Examining Bitmaps
				Disposing of Bitmaps
				Drawing Bitmaps
				Putting It All Together
			Rendering Text
				Loading Fonts
				Drawing Text with a Font
				Text Alignment and Boundaries
				Putting It All Together
			Continuous Rendering with SurfaceView
				Motivation
				SurfaceHolder and Locking
				Surface Creation and Validity
				Putting It All Together
			Hardware Accelerated Rendering with Canvas
	Best Practices
	Summary
Chapter 5: An Android Game Development Framework
	Plan of Attack
	The AndroidFilelO Class
	AndroidAudio, AndroidSound, and AndroidMusic: Crash, Bang, Boom!
	Androidlnput and AccelerometerHandler
		AccelerometerHandler: Which Side Is Up?
	CompassHandler
		The Pool Class: Because Reuse Is Good for You!
		KeyboardHandler: Up, Up, Down, Down, Left, Right
		Touch Handlers
			The TouchHandler Interface
			The SingleTouchHandler Class
			The MultiTouchHandler
		Androidlnput: The Great Coordinator
	AndroidGraphics and AndroidPixmap: Double Rainbow
		Handling Different Screen Sizes and Resolutions
			Density
			Aspect Ratio
			Coping with Different Aspect Ratios
			A Simpler Solution
			The Implementation
		AndroidPixmap: Pixels for the People
		AndroidGraphics: Serving Our Drawing Needs
		AndroidFastRenderView: Loop, Stretch, Loop, Stretch
	AndroidGame: Tying Everything Together
	Summary
Chapter 6: Mr. Nom Invades Android
	Creating the Assets
	Setting Up the Project
	MrNomGame: The Main Activity
		Assets: A Convenient Asset Store
		Settings: Keeping Track of User Choices and High Scores
		LoadingScreen: Fetching the Assets from Disk
	The Main Menu Screen
	The HelpScreen Class(es)
	The High-Scores Screen
		Rendering Numbers: An Excursion
		Implementing the Screen
	Abstracting
		Abstracting the World of Mr. Nom: Model, View, Controller
			The Stain Class
			The Snake and SnakePart Classes
			The World Class
				Time-Based Movement of Mr. Nom
				Placing Stains
				Determining When the Game Is Over
				Implementing the World Class
		The GameScreen Class
	Summary
Chapter 7: OpenGL ES: A Gentle Introduction
	What is OpenGL ES and Why Should I Care?
		The Programming Model: An Analogy
		Projections
		Normalized Device Space and the Viewport
		Matrices
		The Rendering Pipeline
	Before We Begin
	GLSurfaceView: Making Things Easy Since 2008
	GLGame: Implementing the Game Interface
	Look Mom, I Got a Red Triangle!
		Defining the Viewport
		Defining the Projection Matrix
			Matrix Modes and Active Matrices
			Orthographic Projection with glOrthof
			A Helpful Snippet
		Specifying Triangles
			A Small NIO Buffer Digression
			Sending Vertices to OpenGL ES
		Putting It Together
	Specifying Per Vertex Color
	Texture Mapping: Wallpapering Made Easy
		Texture Coordinates
		Uploading Bitmaps
		Texture Filtering
		Disposing of Textures
		A Helpful Snippet
		Enabling Texturing
		Putting It Together
		A Texture Class
	Indexed Vertices: Because Re-use is Good for You
		Putting It Together
		A Vertices Class
	Alpha Blending: I Can See Through You
	More Primitives: Points, Lines, Strips, and Fans
	2D Transformations: Fun with the Model-View Matrix
		World and Model Space
		Matrices Again
		An Initial Example Using Translation
			Bob Becomes a Class
			Putting It Together
		More Transformations
			Rotation
			Scaling
			Combining Transformations
	Optimizing for Performance
		Measuring Frame Rate
		The Curious Case of the Hero on Android 1.5
		What\'s Making My OpenGL ES Rendering So Slow?
		Removing Unnecessary State Changes
		Reducing Texture Size Means Fewer Pixels to be Fetched
		Reducing Calls to OpenGL ES/JNI Methods
		The Concept of Binding Vertices
		In Closing
	Summary
Chapter 8: 2D Game Programming Tricks
	Before We Begin
	In the Beginning There Was the Vector
		Working with Vectors
		A Little Trigonometry
		Implementing a Vector Class
		A Simple Usage Example
	A Little Physics in 2D
		Newton and Euler, Best Friends Forever
		Force and Mass
		Playing Around, Theoretically
		Playing Around, Practically
	Collision Detection and Object Representation in 20
		Bounding Shapes
		Constructing Bounding Shapes
		Game Object Attributes
		Broad-Phase and Narrow-Phase Collision Detection
			Narrow Phase
				Circle Collision
				Rectangle Collision
				Circle/Rectangle Collision
				Putting It All Together
			Broad Phase
		An Elaborate Example
			GameObject, DynamicGameObject, and Cannon
			The Spatial Hash Grid
			Putting It All Together
	A Camera in 2D
		The Camera2D Class
		An Example
	Texture Atlas: Because Sharing Is Caring
		An Example
	Texture Regions, Sprites, and Batches: Hiding OpenGL ES
		The TextureRegion Class
		The SpriteBatcher Class
			Using the SpriteBatcher Class
			Measuring Performance
			Working Around a Bug in FloatBuffer
	Sprite Animation
		The Animation Class
		An Example
	Summary
Chapter 9: Super Jumper: A 2D OpenGL ES Game
	Core Game Mechanics
	A Backstory and Art Style
	Screens and Transitions
	Defining the Game World
	Creating the Assets
		The UI Elements
		Handling Text with Bitmap Fonts
		The Game Elements
		Texture Atlas to the Rescue
		Music and Sound
	Implementing Super Jumper
		The Assets Class
		The Settings Class
		The Main Activity
		The Font Class
		GLScreen
		The Main Menu Screen
		The Help Screens
		The High-Scores Screen
		The Simulation Classes
			The Spring Class
			The Coin Class
			The Castle Class
			The Squirrel Class
			The Platform Class
			The Bob Class
			The World Class
				Generating the World
				Updating the World
				Collision Detection and Response
				Game Over, Buddy!
		The Game Screen
			Updating the GameScreen
			Rendering the GameScreen
			Finishing Touches
		The WorldRenderer Class
	To Optimize or Notto Optimize
	Summary
Chapter 10: OpenGL ES: Going 3D
	Before We Begin
	Vertices in 3D
		Vertices3: Storing 3D Positions
		An Example
	Perspective Projection: The Closer, the Bigger
	Z-buffer: Bringing Order into Chaos
		Fixing the Last Example
		Blending: There\'s Nothing Behind You
		Z-buffer Precision and Z-fighting
	Defining 3D Meshes
		A Cube: Hello World in 3D
		An Example
	Matrices and Transformations Again
		The Matrix Stack
		Hierarchical Systems with the Matrix Stack
			A Simple Crate Solar System
			The HierarchicalObject Class
			Putting It All Together
		A Simple Camera System
	Summary
Chapter 11: 3D Programming Tricks
	Before We Begin
	Vectors in 3D
	Lighting in OpenGL ES
		How Lighting Works
		Light Sources
		Materials
		How OpenGL ES Calculates Lighting: Vertex Normals
		In Practice
			Enabling and Disabling Lighting
			Specifying Light Sources
				Ambient Light
				Point Lights
				Directional Lights
			Specifying Materials
			Specifying Normals
			Putting it All Together
		Some Notes on Lighting in OpenGL ES
	Mipmapping
	Simple Cameras
		The First-Person or Euler Camera
		A Euler Camera Example
		A Look-At Camera
	Loading Models
		The Wavefront OBJ Format
		Implementing an OBJ Loader
		Using the OBJ Loader
		Some Notes on Loading Models
	A Little Physics in 3D
	Collision Detection and Object Representation in 3D
		Bounding Shapes in 3D
		Bounding Sphere Overlap Testing
		GameObject3D and DynamicGameObject3D
	Summary
Chapter 12: Droid Invaders: The Grand Finale
	Core Game Mechanics
	A Backstory and Art Style
	Screens and Transitions
	Defining the Game World
	Creating the Assets
		The UI Assets
		The Game Assets
		Sound and Music
	Plan of Attack
	The Assets Class
	The Settings Class
	The Main Activity
	The Main Menu Screen
	The Settings Screen
	The Simulation Classes
		The Shield Class
		The Shot Class
		The Ship Class
		The Invader Class
		The World Class
	The GameScreen Class
	The WorldRender Class
	Optimizations
	Summary
Chapter 13: Publishing Your Game
	A Word on Testing
	Becoming a Registered Developer
	Signing Your Game\'s APK
	Putting Your Game on the Market
		Uploading Assets
		Product Details
		Publishing Options
		Publish!
		Marketing
	The Developer Console
	Summary
Chapter 14: What\'s Next?
	Getting Social
	Location Awareness
	Multiplayer Functionality
	OpenGL ES 2.0 and More
	Frameworks and Engines
	Resources on the Web
	Closing Words
Index




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