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00000cam a2200000 i 4500 |
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OR_on1195495248 |
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OCoLC |
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20231017213018.0 |
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|a 1484261216
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|z 9781484261200
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|a 10.1007/978-1-4842-6121-7.
|2 doi
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|a 10.1007/978-1-4842-6
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|a com.springer.onix.9781484261217
|b Springer Nature
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4 |
|a QA76.76.C672
|b H34 2020
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|a UMK.
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|a UAMI
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100 |
1 |
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|a Hagos, Ted,
|e author.
|
245 |
1 |
0 |
|a Beginning Android games development :
|b from beginner to pro /
|c Ted Hagos, Mario Zechner, J.F. DiMarzio, Robert Green.
|
250 |
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|a Fourth edition.
|
264 |
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1 |
|a [California] :
|b Apress,
|c [2020]
|
300 |
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|a 1 online resource :
|b illustrations
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336 |
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|a text
|b txt
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|a computer
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|a online resource
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490 |
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|a ITpro collection
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520 |
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|a Do you have an awesome idea for the next break-through mobile gaming title? This updated edition will help you kick-start your project as it guides you through the process of creating several example game apps using APIs available in Android. You will learn the basics needed to join the ranks of successful Android game app developers. the book starts with game design fundamentals using Canvas and Android SDK 10 or earlier programming basics. You then will progress toward creating your own basic game engine and playable game apps that work on Android 10 or earlier smartphones and tablets. You take your game through the chapters and topics in the book to learn different tools such as OpenGL ES. And you will learn about publishing and marketing your games to monetize your creation. You will: Gain knowledge on the fundamentals of game programming in the context of Android Use Android's APIs for graphics, audio, and user input to reflect those fundamentals Develop two 2D games from scratch, based on Canvas API and OpenGL ES Create a full-featured 3D game Publish your games, get crash reports, and support your users Complete your own playable 2D OpenGL games.
|
588 |
0 |
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|a Online resource; title from digital title page (viewed on October 30, 2020).
|
505 |
0 |
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|a Intro -- Table of Contents -- About the Authors -- About the Technical Reviewer -- Introduction -- Chapter 1: Setup -- Installing Android Studio -- Configure Android Studio -- Hardware Acceleration -- Key Takeaways -- Chapter 2: Project Basics -- Create a Project -- Create an AVD -- Key Takeaways -- Chapter 3: Android Studio -- The IDE -- Main Editor -- Editing Layout Files -- Inserting TODO Items -- How to get more Screen Space for Code -- Preferences/Settings -- Key Takeaways -- Chapter 4: What's in an Android Application -- What makes up an Android Project -- Application Entry Point
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505 |
8 |
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|a Activities -- Intents -- Key Takeaways -- Chapter 5: Introduction to Game Development -- A Quick Tour of Game Genres -- Casual Games -- Puzzle Games -- Action Games -- Tower Defense Games -- Game Engine -- Key Takeaways -- Chapter 6: Building the Crazy Eights Game -- Basic Gameplay -- Key Parts of the Program -- Custom Views and Activities -- Drawing on the Screen -- Handling Events -- SplashScreen with a Title Graphic -- Adding the Play Button -- Launching the Game Screen -- Starting the Game -- Displaying the Cards -- Handling Turns -- Playing a Card -- When there is no Valid Play
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505 |
8 |
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|a When it's the Computer's Turn -- Ending a Hand -- Chapter 7: Building the Balloon Popper Game -- Game Mechanics -- Creating the Project -- Drawing the Background -- Game Controls and Pin Icons -- Drawing the Balloons -- Making the Balloons Float -- Launching the Balloons -- Handling Game Levels -- Pop the Balloons -- Managing the Pins -- When the Game is Over -- Audio -- Final Touches -- Chapter 8: Testing and Debugging -- Types of Game Testing -- Unit Testing -- JVM Test vs. Instrumented Test -- A Simple Demo -- Implementing the Test -- Running a Unit Test -- Debugging -- Syntax Errors
|
505 |
8 |
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|a Runtime Errors -- Logic Errors -- Walking through the Code -- Profiler -- CPU -- Memory -- Network -- Energy -- Key Takeaways -- Chapter 9: Introduction to OpenGL ES -- What's OpenGL ES -- What does OpenGL ES do -- Models or Objects -- Lights -- Camera -- Viewport -- Projections -- Matrices -- Rendering a Simple Sphere -- Key Takeaways -- Chapter 10: Monetization -- Paid or Free -- Freemium -- In-app Purchase -- Virtual Currency -- Advertising -- Getting your Game Discovered -- Social Network -- Discovery Services -- Blogs and Web Media -- Game Design -- Key Takeaways
|
505 |
8 |
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|a Chapter 11: Publishing the Game -- Prepare the Project for Release -- Prepare Material and Assets for Release -- Configure the App for Release -- Build a Release-Ready Application -- Releasing the App -- Key Takeaways -- Chapter 12: What's Next -- Android NDK -- Vulkan -- Game Engines and Frameworks -- Frameworks -- Engines -- Key Takeaways -- Index
|
504 |
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|a Includes bibliographical references and index.
|
590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
630 |
0 |
0 |
|a Android (Electronic resource)
|
630 |
0 |
7 |
|a Android (Electronic resource)
|2 fast
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a Mobile computing.
|
650 |
|
0 |
|a Java (Computer program language)
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a Informatique mobile.
|
650 |
|
6 |
|a Java (Langage de programmation)
|
650 |
|
7 |
|a Mobile & handheld device programming
|x Apps programming.
|2 bicssc
|
650 |
|
7 |
|a Programming & scripting languages: general.
|2 bicssc
|
650 |
|
7 |
|a Games development & programming.
|2 bicssc
|
650 |
|
7 |
|a Computers
|x Programming Languages
|x Java.
|2 bisacsh
|
650 |
|
7 |
|a Computers
|x Programming
|x Games.
|2 bisacsh
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Java (Computer program language)
|2 fast
|
650 |
|
7 |
|a Mobile computing
|2 fast
|
700 |
1 |
|
|a Zechner, Mario,
|e author.
|
700 |
1 |
|
|a DiMarzio, J. F.,
|e author.
|
700 |
1 |
|
|a Green, Robert,
|e author.
|
776 |
0 |
8 |
|i Print version:
|z 1484261208
|z 9781484261200
|w (OCoLC)1156997131
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|u https://learning.oreilly.com/library/view/~/9781484261217/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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|a Askews and Holts Library Services
|b ASKH
|n AH37890041
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|a ProQuest Ebook Central
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