Android Games

Mario Zechner

For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them.

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Contents at a Glance

Contents v

About the Author xii

About the Technical Reviewer xiii

Acknowledgments xiv

Introduction xv

■ Chapter 1: Android, the New Kid on the Block 1

■ Chapter 2: First Steps with the Android SDK 25

■ Chapter 3: Game Development 101 51

■ Chapter 4: Android for Game Developers 103

■ Chapter 5: An Android Game Development Framework 185

■ Chapter 6: Mr. Nom Invades Android 229

■ Chapter 7: OpenGL ES: A Gentle Introduction 269

■ Chapter 8: 2D Game Programming Tricks 351

■ Chapter 9: Super Jumper: A 2D OpenGL ES Game 429

■ Chapter 11: 3D Programming Tricks 525

■ Chapter 12: Droid Invaders: the Grand Finale 577

■ Chapter 13: Publishing Your Game 625

Index 641


Hi there, and welcome to the world of Android game development. My name is Mario; I'll be your guide for the next fourteen chapters. You came here to learn about game development on Android, and I hope to be the person who enables you to realize your ideas.

Together we'll cover quite a range of materials and topics: Android basics, audio and graphics programming, a little math and physics, and a scary thing called OpenGL ES. Based on all this knowledge we'll develop three different games, one even being 3D.

Game programming can be easy if you know what you're doing. Therefore I've tried to present the material in a way that not only gives you helpful code snippets to reuse, but actually shows you the big picture of game development. Understanding the underlying principles is the key to tackling ever more complex game ideas. You'll not only be able to write games similar to the ones developed over the course of this book, but you'll also be equipped with enough knowledge to go to the Web or the bookstore and take on new areas of game development on your own.

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