Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Cover Title Copyright Contents at a Glance Contents About the Author About the Technical Reviewer Acknowledgments Introduction Chapter 1: An Introduction to Game Development
A Brief History of Video Games Who Makes Games? The Difference between Computer Games and Board Games Comparing Mobile Phones to Game Consoles An Overview of Game Engines Summary
Chapter 2: An Introduction to the Android Game Development Ecosystem
Java and the Dalvik Virtual Machine C++ and the NDK Fragmentation and the Android Ecosystem
Android Versions Screen Resolution and Aspect Ratio Input Device Support GPUs
HelloDroid - Our First Android Game
Creating a New Eclipse Project Adding NDK Support A Look at the NDK Build System Running the Game
Summary
Chapter 3: Game Design for Beginners: Droid Runner
An Introduction to Design Documents Creating a World, Telling a Story, and Setting the Scene
The Droid Runner Design Overview Defining the Gameplay and Mechanics
Level Design
Pacing Aesthetics Scale
Technical Requirements Summary
Chapter 4: Building a Game Engine
Creating an Application Object Creating the Game Loop Using a Kernel and Tasks
Starting the Kernel Class Defining the Task Interface 5Examining the Kernel Methods
Android’s Native App Glue Timekeeping Summary
Chapter 5: Writing a Renderer
Initializing the Window and OpenGL Using EGL An Introduction to Shaders
An Introduction to Vertex Shaders in OpenGL ES 2.052 An Introduction to Fragment Shaders in OpenGL ES 2.054 Creating a Shader Program
Rendering a Quad with OpenGL
Representing Geometry Creating a Renderable Creating the Basic Shader Creating an App-Specific Application and Task
Applying Textures to Geometry
Loading a File Loading a TGA File Representing a GL Texture Creating TextureShader Initializing Textures and Shaders Loading Textures in a Task
Summary
Chapter 6: Game Entities
What Is a Game Entity?87 Communicating with Game Objects via Events
The Event Class The EventHandler Classes The EventManager EventManager’s Friend Functions Big O Notation EventManager’s Interface Methods
Rendering an Object
The TransformComponent Class The Transform Class The RenderableComponent The TransformShader Class
The Player Object Making the Player Jump A Basic AI Entity Summary
Chapter 7: Building Game Levels with Collision
Representing Game World Objects with Collision Data Building a Game Level Broad-Phase Filtering
Quadtrees and Octrees Binary Space Partitions Broad-Phase Filtering in Droid Runner Collision Bins The Collision Manager
Narrow-Phase Collision Detection Responding to Collisions Running the Collision Test Using the Z Buffer Summary
Chapter 8: Virtual Cameras
The Model and View Matrices The Projection Matrix Defining a Camera Object Updating the Renderer Concatenating the Model, View, and Projection Matrices Updating the Camera’s Transform Adding a Camera to DroidRunnerLevel Proper App Behavior When Pausing and Resuming
Adding Events for Pausing and Resuming Handling the Pause and Resume Events in the Renderer
View Frustum Culling The View Frustum Culling Test Summary
Chapter 9: Lighting and Materials
A Basic Lighting and Material Model Per-Vertex or Per-Fragment Shading Representing Materials Ambient Lighting Vertex Normals Diffuse Lighting
Diffuse Component Vertex Shader Diffuse Component Fragment Shader Initializing the Shader Using OpenGL ES 2.0
Specular Lighting
Specular Component Vertex Shader Specular Component Fragment Shader Initializing TransformAmbientDiffuseSpecularShader
Different Types of Lights
Forward Shading Point Lights Spotlights Deferred Rendering Bidirectional Reflectance Distribution Functions
Summary
Chapter 10: Game Audio
The Physics of Sound
Amplitude Frequency Other Types of Sound Waves Aliasing
Audacity
The Chirp Generator Effects
Creating a Jump Sound Effect with Audacity Playing Audio Using OpenSL ES
Creating the AudioManager An Introduction to OpenSL ES Creating OpenSL ES Player Objects for Files SDBM Hashes Playing Sounds Using OpenSL Cleaning Up Sounds Adding Sound Effects to Droid Runner
Summary
Chapter 11: Self-Publishing
The Google Play Developer Console Keys, Keystore, and Digital Signatures Signing an APK for the Play Store Uploading to the Google Play Developer Center Monetization App Quality Summary
Appendix A: Using the Android Development Environment
Setting Up the Android SDK and Eclipse Installing the Android NDK Building a Native App
Appendix B: Android Hardware Overview
CPU Architectures
ARM MIPS x86
GPU Architectures
PowerVR Mali and Adreno Tegra
Appendix C: C++ Programming
The Friend Keyword Templates The Singleton Pattern
Appendix D: C++ Math
Vectors Matrices
Identity Matrix Rotation Matrices Multiplying Matrices
Planes
Index
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion