Download e-book for iPad: Pro Android Games by Massimo Nardone

By Massimo Nardone

ISBN-10: 1484205871

ISBN-13: 9781484205877

Combining actionable, real-world resource code with snap shots, seasoned Android video games, 3rd variation indicates you ways to construct extra refined and addictive Android video game apps with minimal attempt. Harness the facility of the most recent Android 5.0 SDK to convey numerous mythical, action-packed computer video games to the Android platform.
With actionable real-world resource code, this exceptional publication indicates you ways to construct extra refined and addictive Android video game apps, through leveraging the facility of the hot developments present in the hot Android 5.0 software program improvement equipment in addition to these youve counted on in previous releases.
Multi-touch code offers those video games and their gamers dynamic enter and trade skill, for a extra sensible arcade online game adventure. swifter and higher functionality bargains Android online game avid gamers a extra seamless, enjoyable arcade adventure like by no means ahead of. there's additionally superior local C/C++ integration with Androids NDK in addition, which makes coding, compiling, and changing either effective and effective with profits in app performance.
Pro Android video games, 3rd version beneficial properties the subsequent improvements:
Updates to the most recent model of the Android SDK, NDK, plus the newest Android Studio and Eclipse IDEs
Greater specialise in capsules, ever altering gadget resolutions, and specs
Native online game improvement and speeded up photos.

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Env)->CallStaticVoidMethod(env, jNativesCls, mid , freq, channels, bits); This is the technique used to play audio in the Quake and Quake II engines demonstrated in this book. More details will be explained in those chapters. Now, let’s tackle video buffers. Cascading Video Events When it comes to handling video, game engine designers typically decouple the rendering process from the actual drawing. This keeps the engine modularized and makes it easy to port to multiple platforms. For example, low-end devices may not support a graphics processing unit (GPU), and thus decoupling the drawing and rendering will allow developers CHAPTER 2: Gaming Tricks for Phones or Tablets 41 to use a software renderer.

For example, when you touch and slide two fingers across the screen and simply dump the MotionEvent coordinates on screen, you will get a ton of false coordinates and bogus pointers, which can be very frustrating, especially for 3D shooters such as Quake. This is probably due to cheap hardware or buggy kernel drivers. I am happy to report that in second- and third-generation devices, such as the Droid 3, things have improved dramatically. In the latest Android SDK, multi-touch drivers have improved even further to the point that if you have a device with decent hardware, you will probably not encounter this type of multi-touch issue.

Notice the third argument: jobject buf, which encapsulates a reference to the ByteBuffer used to store the audio data. You can access a Java ByteBuffer memory address and capacity directly from C by calling the JNI functions: GetDirectBufferAddress and GetDirectBufferCapacity, respectively. The prototype paint_audio defines the C function that writes the audio data into the game audio buffer. PaintAudio calls this subroutine to fill the Java ByteBuffer with data from the native audio buffer. The final result is a Java thread that receives a sequence of audio bytes, which in turn are sent to the Android AudioTrack for playback.

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Pro Android Games by Massimo Nardone


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