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Beginning Android Games [Tapa blanda]

Mario Zechner

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Beginning Android Games (Beginning Apress) Beginning Android Games (Beginning Apress) 4.3 de un máximo de 5 estrellas (3)
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Reseña del editor

Beginning Android Games offers everything you need to join the ranks of successful Android game developers. You'll start with game design fundamentals and programming basics, and then progress towards creating your own basic game engine and playable games. 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 Games 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 game development
  • 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 you’ll learn

  • How to set up and use the development tools for developing your first Android application
  • The fundamentals of game programming in the context of the Android platform
  • How to use the Android's APIs for graphics (Canvas, OpenGL ES 1.0/1.1), 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

Who this book is for

This book is for people with a basic knowledge of Java who want to write games on the Android platform. It also offers information for experienced game developers about the pitfalls and peculiarities of the platform.

Table of Contents

  1. Android, the New Kid on the Block
  2. First Steps with the Android SDK
  3. Game Development 101
  4. Android for Game Developers
  5. An Android Game Development Framework
  6. Mr. Nom Invades Android
  7. OpenGL ES: A Gentle Introduction
  8. 2D Game Programming Tricks
  9. Super Jumper: A 2D OpenGL ES Game
  10. OpenGL ES: Going 3D
  11. 3D Programming Tricks
  12. Droid Invaders: the Grand Finale
  13. Publishing Your Game
  14. What’s Next?

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Amazon.com: 4.4 de un máximo de 5 estrellas  47 opiniones
35 de 35 personas piensan que la opinión es útil
5.0 de un máximo de 5 estrellas A Great Place to Start 25 de abril de 2011
Por Mike Lindegarde - Publicado en Amazon.com
Formato:Tapa blanda
This book has done a great job getting me up to speed on what I needed to know in order to port my old C DirectX 3 game over to the Android platform. The book quickly introduces you to the concepts you'll need to understand in order to get user input from the device, play sounds, load resources and ultimately render them on the screen.

While the author does a solid job introducing some basic physics and collision detection, don't expect to find the information you'll need to know in order to implement any sort of artificial intelligence or network play. In my opinion that's just fine, this is a beginner's book after all.

The author's framework does a nice job making getting input from the touch screen, accelerometer, and keyboard a simple task. I don't entirely agree with some of the design decisions the author makes, but that could be due to my C/C++ vs. Java background.

As far as rendering goes, first you'll take the easy approach using Android's custom drawing API. If your game is simple enough, this may be all you need. As the book progresses you'll swap out the original renderer with one based on OpenGL ES. Although the author does a very good job covering OpenGL, keep in mind that you'll be developing 2D games and not 3D games.

There are three chapters at the end of the book that will teach you the basics of 3D games programming. You'll learn some basic concepts, how to get 3D models onto the screen, and how to do basic collision detection in 3D. However, I feel that the leap from the material in the book to an actual 3D game is fairly significant. Don't expect to finish this book and then go code the best FPS any mobile platform has ever seen.

All-in-all, I'm pretty happy with this book.
18 de 18 personas piensan que la opinión es útil
5.0 de un máximo de 5 estrellas The right way to do it! 5 de mayo de 2011
Por Robert Green - Publicado en Amazon.com
Formato:Tapa blanda
I'm a 6-game and multiple app veteran of Android development. I completely agree with the approach this book takes to Android game development. Mario takes the developer through a step-by-step process in assembling a light but high quality game that isn't just the "Android" way but is the way many portable titles are built out. I also like the fact that multiple examples are given and fully functional source code to the projects.

Very good job, Mr Zechner! If you're new to Android game development, this is a great way to start.
44 de 52 personas piensan que la opinión es útil
3.0 de un máximo de 5 estrellas Does not use Android API 19 de febrero de 2012
Por subduedjoy - Publicado en Amazon.com
Formato:Tapa blanda
The words on the book "Get started with game apps development for the Android platform" is misleading because the book does not cover the Android API. I checked the forum on the author's site and found out that the reason for not covering the Android API is that this API is not platform independent. So why the words "Android platform" on the book? Shouldn't the cover simply state "Creating a Java framework for beginning Android Games" because that's what the book is about.

Later, in the book, I read that he wanted to make things easier by not covering the Android API. But it is truly easier to learn how to do things the correct way than to learn the "easier" way and have to relearn everything. Plus, this book is listed second in Apress's Android book series, right after the beginning Android book; so one should already have some knowledge of the Android API before ready this book.

In reality, the book is a precursor to the open source Java-based game development framework libgdx, which the author developed. This framework works on Windows, Linux, Mac OS X, as well as Android. Thus, the reason for the code not being platform dependent and, therefore, not using the Android API. The book should not be sold as an Android book. It is a Java framework that just happens to work on the Android. This does not mean it is the best way to write code if you are creating your games solely for Android devices. Otherwise, why even bother to develop the Android API?

As a book that provides a Java framework for creating games for Android mobile phones, the book is excellent. The author's framework provides a very organized structure for creating games.

However, there will be issues that will crop up if you use his framework without the Android API. For this reason, I am now in the process of modifying the code to use the Android API, at first I subtracted one star, giving the book four stars instead of five, for that. But after reading Chapter 6 and realizing just how uncompilable his code is to the Android way of doing things, I've subtracted two stars.
13 de 13 personas piensan que la opinión es útil
4.0 de un máximo de 5 estrellas Great Book For Getting Into Android Game Development! 30 de junio de 2011
Por robftw - Publicado en Amazon.com
Formato:Tapa blanda
As a hobbyist game developer since I was about 12 years old or so, I had been looking through several books to get into Android Development over the last few weeks as I have finally became proficient in Java. Unfortunately, I found that most of them make this really inconvenient by focusing primarily on the User Interface programming with XML. What I liked about this book was that it was the only one I've read so far that took a realistic approach to more interactive applications(and thus GAMES!), and from the very beginning tells the reader not to waste time with UI Programming. Considering how massive the Android API is, this is definitely a godsend. Besides that, it does not waste time teaching you the basics of Java -- it jumps straight into the good stuff. The only reason that I would give this 4 stars rather than 5 is because it does not do a good job of commenting(although it DOES break down each part, so it would be possible for you to do this yourself... it would just make it a little clearer when referencing code through the book if the comments were in fact there, though).
4 de 4 personas piensan que la opinión es útil
5.0 de un máximo de 5 estrellas Great Not Only For Android But All Gaming 27 de marzo de 2012
Por Bryan - Publicado en Amazon.com
Formato:Tapa blanda|Compra verificada por Amazon
This really is a great book for beginning Android and in general, all gaming development. With this book you will follow Mario and his great sense of humor through game development concepts from scratch to using the framework you create.

With this book you learn the nuts and bolts of creating a great gaming framework. Mario goes step by step through creating a nice framework. He provides great detail in the examples and always gives a thorough explanation. You'll start at the lowest level and build up. Learning this way will allow you to learn the concept and build upon then. Eventually you start building a framework and continue to reuse the code through out the book.

This book is laid out great and really builds upon itself. Mario is a great teacher and has an excellent way of making the material fresh and fun. His approach is engaging, entertaining, and will keep you wanting to move from chapter to chapter. I have never enjoyed a technical book so much and never read through one so fast.

Thanks Mario!
Ir a Amazon.com para ver las 47 opiniones existentes 4.4 de un máximo de 5 estrellas

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