- Tapa blanda: 688 páginas
- Editor: Springer Verlag GmbH; Edición: 2011 (1 de abril de 2011)
- Idioma: Inglés
- ISBN-10: 1430230428
- ISBN-13: 978-1430230427
- Valoración media de los clientes: 4.7 de un máximo de 5 estrellas Ver todas las opiniones (3 opiniones de clientes)
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nº88.113 en Libros en idiomas extranjeros (Ver el Top 100 en Libros en idiomas extranjeros)
- n°213 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Hardware y dispositivos portátiles
- n°1158 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Ciencias informáticas
- n°1969 en Libros en idiomas extranjeros > Informática, internet y medios digitales > Programación y desarrollo de software
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Beginning Android Games (Inglés) Tapa blanda – 1 abr 2011
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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
For those looking to learn about Android tablet game app development or want Android 4 SDK specific coverage, check out Beginning Android 4 Games Development, now available from Apress.
Biografía del autor
Mario Zechner runs Badlogic Games, a game development shop focused on Android.
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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.
Very good job, Mr Zechner! If you're new to Android game development, this is a great way to start.
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.
The authors did not do very much work to update this to 4.0 ICS. All of the figures are dated, showing figures from SDK 7, OS 2.1 and 2.2. Quite a few figures still show OS 1.5, presumably from early in the writing. My only objection over this is that the book has been re-packaged with the claim that it covers 4, when it does not. You can "target" 4.0 in your own projects. The authors did not take the time to update the figures, so I would question whether anything else has been updated.
It's a good book and well worth the $17 Kindle price tag. But, it's being advertised as an OS 4.0 ICS book when it seems to be their old book with a new title. That's a bit of a disappointment. Why wouldn't the authors take this opportunity to truly update it? Do they not care about their work in print?
[Edit] After finishing the book, I will repeat my claim that this book is well worth the price, and is an excellent book for a beginner since it covers in the first few chapters the components needed to make a simple game with touch input, real-time drawing, timing, bitmap loading, etc. I had no problems building any code with the SDK 3.2 or 4.0. So, although no new features were included, the book is still relevant and useful and I enjoyed reading it.
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