最新章節(jié)
- Index
- Summary
- Publishing Android games
- Featuring Android games
- User retention techniques
- User acquisition techniques
品牌:中圖公司
上架時間:2021-07-14 09:59:38
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發(fā)行
- Index 更新時間:2021-07-14 10:29:21
- Summary
- Publishing Android games
- Featuring Android games
- User retention techniques
- User acquisition techniques
- Planning game revenue
- Monetization techniques
- Android in-game advertisements
- Android in-app purchase integration
- Analytic tools
- Multiplayer implementation
- Google Play Services
- Chapter 13. Third-Party Integration Monetization and Services
- Summary
- Game portability
- Android-specific polishing
- Taking care of the UX
- Play testing
- Requirements for polishing
- Chapter 12. Polishing Android Games
- Summary
- Different CPU architecture support
- Rendering using OpenGL
- Native code performance
- C++ for games – pros and cons
- Introduction to the Android NDK
- Chapter 11. Android Game Development Using C++ and OpenGL
- Summary
- Expanded VR gaming concepts and development
- Challenges with the Android VR game market
- Android VR development best practices
- VR game development through Google VR
- Basic guide to develop games with the Cardboard SDK
- Introduction to the Cardboard SDK
- Game development for VR devices
- Future of Android in VR
- VR in Android games
- Understanding VR
- Chapter 10. Scope for Android in VR Games
- Summary
- Best testing practices
- Debugging for Android while working with cross-platform engines
- Exception handling in Android games
- Strategic placement of different debug statements
- Monitoring the memory footprint
- Android device testing and debugging
- Android DDMS
- Android AVDs
- Chapter 9. Testing Code and Debugging
- Summary
- Best optimization practices
- Common optimization mistakes
- Importance of performance optimization
- Increasing the frame rate
- Optimizing overall performance
- Importance of memory optimization
- Different memory segments
- Processing segments in Android
- Memory management in Android
- Relationship between performance and memory management
- Fields of optimization in Android games
- Chapter 8. Performance and Memory Optimization
- Summary
- Use of shaders in games
- Shaders through OpenGL
- Writing custom shaders
- Android library shaders
- Types of shaders
- How shaders work
- Introduction to shaders
- Chapter 7. Working with Shaders
- Summary
- 2D/3D performance comparison
- Common game development mistakes
- Optimizing 3D assets
- Optimizing 2D assets
- The rendering pipeline in Android
- 3D game development constraints
- 2D game development constraints
- Chapter 6. Improving Performance of 2D/3D Games
- Summary
- Controlling FPS
- Balance between performance and memory
- Hardware dependency
- The FPS system
- General idea of a game state machine
- Interrupt handling
- Game update and user interface
- Game life cycle
- Creating a sample game loop using the Android SDK
- Introduction to the game loop
- Chapter 5. Understanding the Game Loop and Frame Rate
- Summary
- Industry best practices
- Different styles for different development engines
- Other styles and standards
- Game design standards
- Technical design standards
- Game programming specifications
- The Android programming structure
- Chapter 4. Android Development Style and Standards in the Industry
- Summary
- Cross-platform tools
- Android Studio
- Performance profiling tools
- Tools for testing
- Other tools
- Dalvik Debug Monitor Server
- Android Debug Bridge
- Android Virtual Device
- Android Development Tool
- Android SDK
- Chapter 3. Different Android Development Tools
- Summary
- Platform-specific specialties
- Development insights on Android watches
- Development insights on Android consoles
- Development insights on Android TV and STBs
- Development insights on Android tablets
- Development insights on Android mobiles
- Exploring Android watches
- Exploring Android consoles
- Exploring Android televisions and STBs
- Exploring Android tablets
- Exploring Android mobiles
- Chapter 2. Introduction to Different Android Platforms
- Summary
- Best practices for making an Android game
- Choosing the target device configuration
- A game is not just an application
- Android game development
- Chapter 1. Android Game Development
- Customer support
- Reader feedback
- Conventions
- Who this book is for
- What you need for this book
- What this book covers
- Preface
- eBooks discount offers and more
- www.PacktPub.com
- About the Reviewer
- About the Author
- Credits
- 版權頁
- 封面
- 封面
- 版權頁
- Credits
- About the Author
- About the Reviewer
- www.PacktPub.com
- eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Android Game Development
- Android game development
- A game is not just an application
- Choosing the target device configuration
- Best practices for making an Android game
- Summary
- Chapter 2. Introduction to Different Android Platforms
- Exploring Android mobiles
- Exploring Android tablets
- Exploring Android televisions and STBs
- Exploring Android consoles
- Exploring Android watches
- Development insights on Android mobiles
- Development insights on Android tablets
- Development insights on Android TV and STBs
- Development insights on Android consoles
- Development insights on Android watches
- Platform-specific specialties
- Summary
- Chapter 3. Different Android Development Tools
- Android SDK
- Android Development Tool
- Android Virtual Device
- Android Debug Bridge
- Dalvik Debug Monitor Server
- Other tools
- Tools for testing
- Performance profiling tools
- Android Studio
- Cross-platform tools
- Summary
- Chapter 4. Android Development Style and Standards in the Industry
- The Android programming structure
- Game programming specifications
- Technical design standards
- Game design standards
- Other styles and standards
- Different styles for different development engines
- Industry best practices
- Summary
- Chapter 5. Understanding the Game Loop and Frame Rate
- Introduction to the game loop
- Creating a sample game loop using the Android SDK
- Game life cycle
- Game update and user interface
- Interrupt handling
- General idea of a game state machine
- The FPS system
- Hardware dependency
- Balance between performance and memory
- Controlling FPS
- Summary
- Chapter 6. Improving Performance of 2D/3D Games
- 2D game development constraints
- 3D game development constraints
- The rendering pipeline in Android
- Optimizing 2D assets
- Optimizing 3D assets
- Common game development mistakes
- 2D/3D performance comparison
- Summary
- Chapter 7. Working with Shaders
- Introduction to shaders
- How shaders work
- Types of shaders
- Android library shaders
- Writing custom shaders
- Shaders through OpenGL
- Use of shaders in games
- Summary
- Chapter 8. Performance and Memory Optimization
- Fields of optimization in Android games
- Relationship between performance and memory management
- Memory management in Android
- Processing segments in Android
- Different memory segments
- Importance of memory optimization
- Optimizing overall performance
- Increasing the frame rate
- Importance of performance optimization
- Common optimization mistakes
- Best optimization practices
- Summary
- Chapter 9. Testing Code and Debugging
- Android AVDs
- Android DDMS
- Android device testing and debugging
- Monitoring the memory footprint
- Strategic placement of different debug statements
- Exception handling in Android games
- Debugging for Android while working with cross-platform engines
- Best testing practices
- Summary
- Chapter 10. Scope for Android in VR Games
- Understanding VR
- VR in Android games
- Future of Android in VR
- Game development for VR devices
- Introduction to the Cardboard SDK
- Basic guide to develop games with the Cardboard SDK
- VR game development through Google VR
- Android VR development best practices
- Challenges with the Android VR game market
- Expanded VR gaming concepts and development
- Summary
- Chapter 11. Android Game Development Using C++ and OpenGL
- Introduction to the Android NDK
- C++ for games – pros and cons
- Native code performance
- Rendering using OpenGL
- Different CPU architecture support
- Summary
- Chapter 12. Polishing Android Games
- Requirements for polishing
- Play testing
- Taking care of the UX
- Android-specific polishing
- Game portability
- Summary
- Chapter 13. Third-Party Integration Monetization and Services
- Google Play Services
- Multiplayer implementation
- Analytic tools
- Android in-app purchase integration
- Android in-game advertisements
- Monetization techniques
- Planning game revenue
- User acquisition techniques
- User retention techniques
- Featuring Android games
- Publishing Android games
- Summary
- Index 更新時間:2021-07-14 10:29:21