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  • Format: PDF

This one of a kind short book walks any Android developer through the process of creating mobile games using the new Android Studio IDE. What You'll Learn How to create projects in Android Studio | How to use the SDK manager to keep your Android SDK current | How to commit and get projects to and from Git hub | How to use OpenGL ES to load images | How to react to player input | How to debug your games using Android Studio

Produktbeschreibung
This one of a kind short book walks any Android developer through the process of creating mobile games using the new Android Studio IDE.
What You'll Learn
  • How to create projects in Android Studio
  • How to use the SDK manager to keep your Android SDK current
  • How to commit and get projects to and from Git hub
  • How to use OpenGL ES to load images
  • How to react to player input
  • How to debug your games using Android Studio

Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.

Autorenporträt
J. F. DiMarzio is a seasoned Android developer and author. He began developing games in Basic on the TRS-80 Color Computer II in 1984. Since then, he has worked in the technology departments of companies such as the U.S. Department of Defense and the Walt Disney Company. He has been developing on the Android platform since the beta release of version .03, and he has published two professional applications and one game on the Android Marketplace. DiMarzio is also an accomplished author. Over the last 14 years, he has released 12 books, including Android: A Programmer's Guide. His books have been translated into five languages and published worldwide. DiMarzio's writing style is very easy to read and understand, which makes the information in the topics that he presents more retainable.
Rezensionen
"Android Studio game development, a self-described mini-book of 95 pages (excluding the front matter), is a recent arrival to the scene. ... The book teaches how to load images, and very briefly how to respond to user input and the basics of collision detection. ... this mini-book can only be recommended to programmers with some previous experience in game development, maybe not in Android, and who know nothing about OpenGL ES." (Hector Antonio Villa-Martinez, Computing Reviews, March, 2017)