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標(biāo)題: Titlebook: Beginning Android 3D Game Development; Robert Chin Book 2014 Robert Chin 2014 [打印本頁(yè)]

作者: Coagulant    時(shí)間: 2025-3-21 19:36
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作者: OMIT    時(shí)間: 2025-3-21 20:47
d colorful abstract graphics and particles. . .After reading and using this book, you‘ll be able to build your first 3D Android game app for smartphones and tablets.? You may even be able to upload and sell fro978-1-4302-6547-4978-1-4302-6548-1
作者: 折磨    時(shí)間: 2025-3-22 01:18

作者: 仲裁者    時(shí)間: 2025-3-22 05:40

作者: 冷漠    時(shí)間: 2025-3-22 10:22
Publishing and Marketing Your Final Game,droid are presented for those who want to make money from their game through advertisements. A list of game sites that review Android games is provided. Finally, other helpful web sites for the Android game developer are listed.
作者: LIKEN    時(shí)間: 2025-3-22 14:12

作者: fructose    時(shí)間: 2025-3-22 18:10

作者: 圓錐    時(shí)間: 2025-3-22 21:22
build 3D game apps that run on the latest Android 5.0 (Kit..Beginning Android 3D Game Development. is a unique, examples-driven book for today‘s Android and game app developers who want to learn how to build 3D game apps that run on the latest Android 5.0 (KitKat) platform using Java and OpenGL ES.
作者: 彎曲道理    時(shí)間: 2025-3-23 03:30

作者: Enteropathic    時(shí)間: 2025-3-23 05:43

作者: Irritate    時(shí)間: 2025-3-23 10:55
https://doi.org/10.1007/978-3-663-04584-7ass that is used to implement it. The high score entry menu is then discussed with the class that is used to implement that menu system. Finally, a hands-on example is given to demonstrate these user interfaces.
作者: 排出    時(shí)間: 2025-3-23 15:58

作者: capillaries    時(shí)間: 2025-3-23 18:18
,Let’s Meet the Android,e-mail friends, and to download apps and games. In fact, in the Google Play Store alone, there are 1.5 billion downloads per month of Android games and applications. If you include other web sites that offer Android games and apps for sale, such as Amazon Appstore for Android, then the number is even higher.
作者: 減少    時(shí)間: 2025-3-23 22:22

作者: 慢慢沖刷    時(shí)間: 2025-3-24 03:35

作者: Duodenitis    時(shí)間: 2025-3-24 07:02

作者: excrete    時(shí)間: 2025-3-24 11:10
https://doi.org/10.1007/978-3-663-04444-4sponse. I then go through a hands-on example where we add in another cube on top of the one from the previous hands-on example and demonstrate our new collision detection and response code. Finally, we create a gravity grid and then demonstrate its use by adding this grid to the previous hands-on example with the two colliding cubes.
作者: Pillory    時(shí)間: 2025-3-24 15:19
https://doi.org/10.1007/978-3-663-04581-6 code into your classes to save and load class data. Finally, I discuss a hands-on example in which we modify our case study to preserve the HUD item data and the orientation and physics state of the two cubes that are colliding with each other.
作者: Kidney-Failure    時(shí)間: 2025-3-24 22:25
https://doi.org/10.1007/978-3-663-04581-6by the creation of the classes dealing with the player’s weapons and ammunition. Next, we create classes dealing with explosions and a class dealing with game object properties. Finally, we present a hands-on example illustrating the use of our new classes, with which you will use your weapon to hit cubes.
作者: stress-test    時(shí)間: 2025-3-25 01:23
https://doi.org/10.1007/978-3-663-07008-5that provides a step-by-step guide into creating a simple Android program that uses the JNI and native code written in the C language to output a string. Finally, another hands-on example is presented that takes pieces of existing code from our Drone Grid game and converts the existing Java code to native code.
作者: Essential    時(shí)間: 2025-3-25 07:09

作者: Facet-Joints    時(shí)間: 2025-3-25 07:33

作者: 泄露    時(shí)間: 2025-3-25 15:33

作者: Venules    時(shí)間: 2025-3-25 16:13

作者: 減震    時(shí)間: 2025-3-25 23:16

作者: 機(jī)制    時(shí)間: 2025-3-26 02:33

作者: Rct393    時(shí)間: 2025-3-26 05:19

作者: 盤旋    時(shí)間: 2025-3-26 09:18
3D Graphics Using OpenGL ES 2.0,s. Next, I go into more detail on how this is done, using matrix math, matrix transformations, and vertex and fragment shaders. I then offer a look at the shader language used for the vertex and fragment shaders and give you a quick review of the language and some examples.
作者: obscurity    時(shí)間: 2025-3-26 12:59
Motion and Collision,n, angular velocity, and angular acceleration. I cover Newton’s three laws of motion and the new Physics class we have created to implement these laws of motion. I then discuss a hands-on example that demonstrates with a bouncing and rotating cube how to apply linear and angular acceleration to obje
作者: 血友病    時(shí)間: 2025-3-26 17:21
Game Environment,modifications we will need to make to other class objects to integrate sounds into them. I then go through a hands-on example in which we play explosion sounds when two cubes collide with each other. I then cover how to create a heads-up display, or HUD. The new classes needed to implement the HUD a
作者: Custodian    時(shí)間: 2025-3-26 21:23
Drone Grid Case Study: Creating the Player,enter of the playfield, from attacking enemies. You will do this by touching the screen and launching projectiles toward the enemies to destroy them. You will be in a fixed location on the edge of the playfield, and you can turn left or right 90 degrees. First, the creation of the classes representi
作者: 恃強(qiáng)凌弱    時(shí)間: 2025-3-27 01:52
Drone Grid Case Study: Creating the Enemies,avior. Next, I cover the tank enemy, which has much more complex behavior. In order to understand this behavior, I cover the basics of a finite state machine. Next, I cover the finite state machine and the related classes specific to our computer controlled tank. I then cover other classes needed to
作者: hypertension    時(shí)間: 2025-3-27 05:38

作者: Amylase    時(shí)間: 2025-3-27 13:19

作者: 一致性    時(shí)間: 2025-3-27 14:04
The Android Native Development Kit (NDK), the system and software requirements that must be met in order for you to use this kit in developing your Android programs. Then, the Java Native Interface, or JNI, is discussed, including how to use it to create functions that run in native machine code compiled from C/C++ code and can be called f
作者: 推崇    時(shí)間: 2025-3-27 20:26

作者: Lament    時(shí)間: 2025-3-27 22:47
,Ausgew?hlte Kapitel aus der Vakuumtechnik,Java language on Android. Then I cover the basic Java program framework on Android for all applications. Next, I cover the basic Java program framework on Android for applications that specifically utilize OpenGL ES graphics. Finally, I provide a hands-on example of a 3D Android OpenGL ES program.
作者: Exclaim    時(shí)間: 2025-3-28 04:09
https://doi.org/10.1007/978-3-663-04444-4s. Next, I go into more detail on how this is done, using matrix math, matrix transformations, and vertex and fragment shaders. I then offer a look at the shader language used for the vertex and fragment shaders and give you a quick review of the language and some examples.
作者: Tincture    時(shí)間: 2025-3-28 08:19
Robert ChinBeginning Android 3D Game Development is a unique, examples-driven book for today‘s Android and game app developers who want to learn how to build 3D game apps that run on the latest Android 5.0 (Kit.
作者: 獨(dú)白    時(shí)間: 2025-3-28 13:52

作者: 有說(shuō)服力    時(shí)間: 2025-3-28 16:39

作者: 單色    時(shí)間: 2025-3-28 22:10
,Ausgew?hlte Kapitel aus der Vakuumtechnik,Java language on Android. Then I cover the basic Java program framework on Android for all applications. Next, I cover the basic Java program framework on Android for applications that specifically utilize OpenGL ES graphics. Finally, I provide a hands-on example of a 3D Android OpenGL ES program.
作者: mastopexy    時(shí)間: 2025-3-29 01:40
,Ausgew?hlte Kapitel aus der Vakuumtechnik,t of 3D objects in the scene and how a 3D object is projected onto a 2D screen. Vectors can also be used for defining properties such as velocity and force. I start by discussing vectors and operations that can be performed with vectors. I then cover matrices and the essential operations related to
作者: 雄偉    時(shí)間: 2025-3-29 05:12
https://doi.org/10.1007/978-3-663-04444-4s. Next, I go into more detail on how this is done, using matrix math, matrix transformations, and vertex and fragment shaders. I then offer a look at the shader language used for the vertex and fragment shaders and give you a quick review of the language and some examples.
作者: Biomarker    時(shí)間: 2025-3-29 10:58
https://doi.org/10.1007/978-3-663-04444-4n, angular velocity, and angular acceleration. I cover Newton’s three laws of motion and the new Physics class we have created to implement these laws of motion. I then discuss a hands-on example that demonstrates with a bouncing and rotating cube how to apply linear and angular acceleration to obje
作者: 發(fā)生    時(shí)間: 2025-3-29 13:08
https://doi.org/10.1007/978-3-663-04581-6modifications we will need to make to other class objects to integrate sounds into them. I then go through a hands-on example in which we play explosion sounds when two cubes collide with each other. I then cover how to create a heads-up display, or HUD. The new classes needed to implement the HUD a
作者: 水土    時(shí)間: 2025-3-29 16:02
https://doi.org/10.1007/978-3-663-04581-6enter of the playfield, from attacking enemies. You will do this by touching the screen and launching projectiles toward the enemies to destroy them. You will be in a fixed location on the edge of the playfield, and you can turn left or right 90 degrees. First, the creation of the classes representi
作者: machination    時(shí)間: 2025-3-29 20:13
https://doi.org/10.1007/978-3-663-04584-7avior. Next, I cover the tank enemy, which has much more complex behavior. In order to understand this behavior, I cover the basics of a finite state machine. Next, I cover the finite state machine and the related classes specific to our computer controlled tank. I then cover other classes needed to




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