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Titlebook: Beginning Android Games; Mario Zechner Book 2011 Mario Zechner 2011

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George Papathanassiou,Vasilis Marinos have to learn the APIs first. Luckily for us game developers, we only need an extremely limited set of these APIs. All we want is a window with a single UI component to draw to and receive input from, as well as the ability to play back audio. This covers all our needs to implement the game framewo
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George Papathanassiou,Vasilis Marinost you implement silly little test programs is simple: if you want to write games, you have to know exactly what’s going on. You can’t just copy and paste together code from all over the Web and hope that it will magically form the next first-person shooter hit. You should now have a firm grasp on ho
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https://doi.org/10.1007/978-3-319-93136-4definitions for all the screens based on some paper cutouts. In the last chapter we developed a fullfledged game-development framework that allows us to easily transfer our design screens to code. But enough talking; let’s start writing our first game!
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Stephen Wilkinson,Alireza Pourbakhtiar we defined our view frustum and the vertices of our sprites. In the latter case the z-coordinate of each vertex was simply set to zero by default. The difference from 2D rendering isn’t all that big, really:
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https://doi.org/10.1007/978-3-319-93133-3The Android SDK provides a set of tools that allows creating applications in no time. This chapter will guide you through the process of building a simple Android application with the SDK tools. This involves the following steps:
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Clark Fenton,Natalie Hyland,Blake HoareMr. Nom was a great success. Due to our good initial design and the game framework we wrote, actually implementing Mr. Nom was a breeze. Best of all, the game runs smoothly even on low-end devices. Of course, Mr. Nom is not a very complex or graphically intense game, so using the Canvas API for rendering was a good idea.
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