- Tapa blanda: 688 páginas
- Editor: Apress; Edición: 1st ed. (21 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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Beginning Android Games (Inglés) Tapa blanda – 21 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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Chapter 9 The Main Activity, (the layout of SuperJumper.java)
The first part of the code until the mistake line --> Public class Settings is correct and from there the remaining code is from the previous Settings.java.. To get the correct code You HAVE to go get the files from them. Otherwise you will make it nowhere.
There are 3 more examples of this in the previous chapters, Code Duplication, and Missing code.
Phone call to the publisher is scheduled for Monday, since I cannot return this book (notes on the pages notating the freaking issues) I intend to seek a refund or reprint from them as the book is useless from this instance alone and I fear the same to happen in Future chapters but will continue to finish the book.
But when your learning this stuff typing your own code is very useful. Using pre-made files makes you loose the interactive learning that is important to put the method into people.
SO if the publisher/author responds to this . . DO NOT GIVE ME THE YOU PROVIDED THE FILE AS AN EXCUSE. Every time you make an issue like the one I point directly to above (the duplicated in the same code is minor in my opinion since when your typing it you will most likely say hey wait I just typed this and fix it) you should be issuing to all owners a re-print or high quality insert to replace the pages of YOUR screw-up.
WHEN YOU MAKE A BOOK FOR EDUCATION YOU NEED TO MAKE SURE YOU ACTUALLY CHECK THE BOOK BEFORE THE PRINT GOES OUT!
Apress Has offered me a solution to the issue per-say, and they won't be fixing this book itself, but are releasing a second edition eventually that will "claimed" these issues fixed. My advice is if you purchase the book or have the book, to call Apress if this bothers you like it did to me.
to make my book good I spent the time with my printer and label paper making personal corrections to size and putting it over the wrong txt, But that is for me as E-books for learning and reference are not my thing, (cant flip as easily)
That being said, I do have a few minor complaints. The organization of the book could be a bit better. Chapters tend to be very long. Chapter 3 could have been safely separated into 3 or 4 chapters with a little bit more time devoted to explaining the interfaces. Not the code itself, but the reasoning behind the code. Most of the explanation is adequate, but there are definitely places that could use clarification. A little more clarification needed is a frequent theme throughout the book. For instance, the author mentions that Java does not have unsigned types, but due to the power of the two's complement we can safely use signed integer types to store unsigned values. It seems like about a decade ago I took a digital logic course where the two's complement came up. I would guess that most of the readers have never heard of the two's complement and out of those that have, probably only a handful remember it well enough to explain it. If it's important enough to bring up in the text, it's important enough to provide a quick explanation of what it is and why it's important. Two or three sentences would have done the job. There are a number of examples like that throughout the book. Places where a couple of extra sentences would have clarified a topic and bumped this up from a 3 to a 4 star review.
My last complaint is the author's use of 'so-called'. We have so-called color cubes and so-called apis and so-called everything under the sun. I would recommend searching the book for 'so-called' and deleting every instance of it. It adds no value to the book. It's similar to a speaker frequently using the word basically to indicate he is about to provide a simple summation of a complex topic. It's just a pet peeve of mine, and it in no way reflects on the quality of the book.
The book does a great job explaining various concepts of game development and takes the reader step by step through implementation of 3 games. I particularly liked that the author built a framework on top of the Android platform to make his task easier. This allowed to concentrate on development of the games rather than fiddling with Android API.
The one caveat I have with the book is that I wish the author spent a little more time explaining his coding style. There were a few instances in the sample code that left me scratching my head, until I looked further into it and realized that the particular implementation is used to reduce either memory footprint or execution time. One example of that is not using for each loops, as well as checking the size of the array outside of the for loop definition. The former saves you from allocating an iterator, the latter saves the execution of a "virtual" function at each iteration of the loop.
Overall, I think this book is an excellent introduction to video game development. It would be best suited to someone with a little bit of java experience behind their belt.
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.
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.
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