By Jerome DiMarzio

ISBN-10: 1484217179

ISBN-13: 9781484217177

This brief publication walks you thru the method of constructing cellular video games utilizing the hot Android Studio IDE. Android Studio online game improvement introduces you to the foremost instruments in Android Studio and provides you the information you must boost video games in Android Studio. This ebook takes you from fitting Android Studio, via exploring the IDE to making a brand new venture and establishing GitHub as a VCS. you are going to then be good built to take on the game-development issues that make up the remainder of the e-book. you are going to find out about OpenGL ES and the way to house polygons, ahead of learning picture loading and sprite sheets. the ultimate 3 chapters disguise issues very important to profitable video game improvement: interactivity. you are going to achieve abilities in studying consumer enter, responding to that enter with in-game stream, and detecting collisions.

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This means that you are sending data directly to the hardware that is responsible for processing it. info 44 CHAPTER 6: OpenGL ES and Polygons Android call would have to go through the core Android processes, threads, and interpreter before getting to the graphics hardware. Games written for the Android platform can achieve an acceptable level of speed and playability only by communicating directly with the graphics processing unit (GPU). Current versions of Android have the ability to use either OpenGL ES 1 or OpenGL ES 2 calls, and some have the ability to use OpenGL ES 3.

By the end of this chapter, you should have four new classes in your project: MainActivity, GameView, GameRenderer, and Starfield. com/jfdimarzio/ AndroidStudioGameDev). onPause(); // The following call pauses the rendering thread. // If your OpenGL application is memory intensive, // you should consider de-allocating objects that // consume significant memory here. onResume(); // The following call resumes a paused rendering thread. // If you de-allocated graphic objects for onPause() // this is a good place to re-allocate them.

The star field image Adding the Image to Your Project Before you can use the image, you need to add it to your project. There are two things that you must confirm when adding an image to your project. First, the size of the image needs to be a multiple of 2 for OpenGL ES to work with it properly. This means that your image must also be square. The star field in Figure 7-1 is a 512×512 image. I have made it a habit to load all of my images at 512×512. OpenGL ES will work with any image that fits into this parameter, so 32×32 or even 256×256 are all valid.

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Android Studio Game Development: Concepts and Design by Jerome DiMarzio


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