By Vladimir Silva

"Wolfenstein 3D"-like and "Doom"-like video game apps are many of the classic Android video games offered within the unique version of this publication. considering that their free up, Android has advanced with the debut of Android 4.0, including larger fonts, new person Interface and event (UI/UX) APIs, tablet concerns, multi-touch functions, multi-tasking, quicker functionality, and lots more and plenty extra to the Android online game app development repertoire.

Multi-touch code provides those video games and their gamers dynamic enter and trade ability, for a extra reasonable arcade video game experience. Faster and higher functionality bargains video game gamers a extra seamless, enjoyable arcade adventure like by no means earlier than on Android. there's additionally more suitable local C/C++ integration with Android's NDK besides, which makes coding, compiling, and changing both productive and effective with earnings in app performance. 

With actionable real-world source, Advanced Android 4 Games shows you ways to construct extra subtle and addictive Android video games, harnessing the facility of those contemporary developments.
* assurance of the new UI, UX, multi-touch and multi-tasking beneficial properties on hand with Android 4.0.
* examine different ideas for making improvements to the game taking part in event together with wireless tethering, higher multi-tasking, new and higher streaming internet video utilizing WebM, and extra.
* through combining the stylish object-oriented good points of Java and the uncooked energy of C, there is not any restrict to the kinds of video games so that you can construct for the platform, comparable to the "Quake 3D"-like game app case examine during this book. 

You’ll certainly have a good time, and maybe you’ll even make a few funds. get pleasure from!

<What you’ll learn> * Key complicated Android gaming recommendations utilizing the recent Android SDK 4 to support you earn more cash within the app shops
* the right way to bring together local code (C) in Android utilizing the NDK
* tips on how to upload and combine multi-touch
* How to use Bluetooth controllers (Zeemote)
* extra gaming methods and information, equivalent to hybrid 3D pictures with OpenGL and JNI
* tips on how to port and increase a second shooter online game app just like "Wolfenstein" for Android
* find out how to port and increase one other 2nd shooter "Doom"-like online game app for Android utilizing OpenGL
* how one can construct a 3D shooter video game like "Quake"
* How and the place to top set up those video game apps
Who this booklet is for
This ebook is for savvy Android app builders who're trying to find specialist or complicated recommendations for porting, augmenting and construction 2nd and 3D video game apps which are complicated, enjoyable and profitable.
desk of Contents * Welcome to Android Gaming
* Gaming tips:
* extra Gaming tips: Hybrid 3D pix with OpenGL and JNI
* effective pix with OpenGL ES 2.0 
* second Shooters with OpenGL: Doom-like App for Android
* 3D Shooters half I: Quake-like App  
* 3D Shooters half II: Quake II
* Appendix: Deployment and Compilation tips

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6. Specify a minimum SDK version 4 API 14 in this example. Figure 2–1 shows the completed New Android Project dialog box for this example. 7. Click Finish. Figure 2–1. New Android Project dialog box for this chapter’s example Now that we have our project skeleton let’s look at how this application is architected. We’ll start with a basic layout (architecture) of the components of the app including the Java main activity, a native interface (also written in Java), and the C implementation. Next we’ll see how to compile the native code, and finally we’ll test on the emulator.

The native game engine loads audio assets. This step remains unchanged. 2. The game engine initializes the audio hardware. This step can be used not to initialize the audio hardware but to tell the Android Java code that audio has been initialized with a specific frequency, resolution, and number of channels. 3. The thin Java wrapper will use a thread to read bytes from the native audio buffer and render them to the hardware using an AudioTrack. This may not be the best way of doing things but it works quite well, as you’ll see in the chapters dealing with the 3D Quake engines later on in this book.

C (see Listing 2–5). This file lives under the jni folder within the project. NOTE: Native libraries in Linux (also known as shared objects) are the equivalents of dynamic link libraries (DLLs) in Windows. so. Listing 2–5. Natives class */ jNativesCls = (*env)->FindClass(env, CB_CLASS); if ( jNativesCls == 0 ) { jni_printf("Unable to find class: %s", CB_CLASS); return -1; } // Invoke the Lib main sub. OnMessage(String, int) if (! ) { va_list argptr; static char string[1024]; va_start (argptr, format); vsprintf (string, format,argptr); va_end (argptr); jni_send_str (string, 0); } /** * Get Java array length */ const int getArrayLen(JNIEnv * env, jobjectArray jarray) { return (*env)->GetArrayLength(env, jarray); } 29 30 CHAPTER 2: Gaming Tricks for Phones or Tablets /** * Library main sub */ int lib_main(int argc, char **argv) { int i; jni_printf("Entering LIB MAIN"); for ( i = 0 ; i < argc ; i++ ) { jni_printf("Lib Main argv[%d]=%s", i, argv[i]); } return 0; } Let’s dissect this file to understand what it does.

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