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Android NDK: Beginner’s Guide

Android NDK: Beginners Guide

Book Description

NDK is all about injecting high into your apps. Exploit the maximum power of these devices using high- and portable code.

This book will show you how to create /C++ enabled applications and integrate them with . You will learn how to access native and port libraries used in some of the most successful applications.

Using this practical step-by-step tutorial, highlighted with comments and tricks, discover how to run /C++ code embedded in a application or in a standalone application. You will create a real native application starting from project creation through to full implementation of native and the porting of existing third-party libraries. You will discover and , which are becoming the new standard in mobility. You will also understand how to access keyboard and input peripherals and how to read accelerometer or orientation sensors. Finally, you will dive into more advanced topics such as debugging and troubleshooting applications. By the end of the book, you should know the key elements to enable you to start exploiting the power and portability of native code.

What you will learn from this book

  • Jump in the starting block and create your first Android native project
  • Communicate with Java through Java Native Interfaces
  • Display and graphics with
  • Play sound and music with Download Now »

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition

Book Description

This engaging book presents the essential mathematics needed to describe, simulate, and render a world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in using mathematics. The text provides an introduction to mathematics for designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

  • Contains numerous ++ and HLSL examples that illustrate how to put the techniques into practice
  • Provides hundreds of worked problems that reinforce the basic concepts and explore interesting side quests
  • Includes expanded, graceful introductions to the mathematics fundamental to
  • Covers two important application areas—graphics and physics—in introductory ove

Review
“With solid theory and references, along with practical advice borne from decades of experience, all presented in an informal and demystifying style, Dunn & Parberry provide an accessible and useful approach to the key mathematical operations needed in computer graphics.”
—Eric Haines, author of Real-Time Rendering

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Beginning Android 4 Games Development

Beginning Android 4 Games Development

Book Description

Beginning 4 Games offers everything you need to join the ranks of successful developers. You’ll start with design fundamentals and basics, and then progress toward creating your own basic engine and playable that works on Android 4.0 and earlier devices. This will give you everything you need to branch out and write your own Android games.

The potential user base and the wide array of available high- devices makes Android an attractive target for aspiring game developers. Do you have an awesome idea for the next break-through gaming title? Beginning Android 4 Games  will help you kick-start your project.

The book will guide you through the process of making several example games for the Android platform, and involves a wide range of topics:

  • The fundamentals of Android game development targeting Android 1.5-4.0+ devices
  • The Android platform basics to apply those fundamentals in the context of making a game
  • The design of and games and their successful implementation on the Android platform

What you’ll learn

  • How to set up and use the development tools for developing your first Android 4 or earlier version game app
  • The fundamentals of game in the context of the Android platform Download Now »

Practical Android 4 Games Development

Practical Android 4 Games Development

Book Description

Practical  4 Games continues your journey to becoming a hands-on  apps developer. This title guides you through the process of designing and developing apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more.

The author, J.F. DiMarzio, has written eight books, including Android: A Programmer’s Guide—the first Android book approved by —recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the -based Android.

From -based casual games to -based first-person shooters, you find that learning how to create games on the fastest growing platform has never been easier.

  • Create and games for Android 4.0 phones and tablets such and the Motorola Xoom
  • Build your own reusable “black box” for
  • Easy-to-follow examples make creating the sample games a hands-on experience

What you’ll learn

  • How to design and develop compelling 2D and 3D games
  • How to create rich environments and characters
  • How to do collision detection Download Now »

Programming Interactivity, 2nd Edition

Programming Interactivity, 2nd Edition

Book Description

Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you’ll explore several themes in interactive art and design—including graphics, sound, physical interaction, , and geolocation—and learn the basic and electronics concepts you need to implement them. No previous experience is necessary.

You’ll get a complete introduction to three free tools created specifically for artists and designers: the Processing language, the microcontroller, and the openFrameworks toolkit. You’ll also find working code samples you can use right away, along with the background and technical information you need to design, program, and build your own projects.

  • Learn cutting-edge techniques for interaction design from leading artists and designers
  • Let users provide input through buttons, dials, and other physical controls
  • Produce graphics and , including images with
  • Use sounds to interact with users by providing feedback, input, or an element they can control
  • Work with motors, servos, and appliances to provide physical feedback
  • Turn a user’s gestures and movements into meaningful input, using Open CV

Table of Contents
Chapter 1. Introducing Interaction Design
Chapter 2. Programming Basics Download Now »

Introducing Starling

Introducing Starling

Book Description

Starling is an 3 framework developed on top of the APIs (available on desktop in Player 11 and AIR 3). Starling is mainly designed for , but could be used for many other use cases. Starling makes it possible to write fast accelerated applications without having to touch the low-level APIs.

Most developers want to be able to leverage acceleration (through Stage3D) without the need to write such higher-level frameworks and dig into the low-level Stage3D APIs. Starling is completely designed after the Flash Player APIs and abstracts the complexity of Stage3D (Molehill) and allows easy and intuitive for everyone.

Obviously Starling is for 3 developers, especially those involved in ; of course you will need to have a basic understanding of ActionScript 3. By its design (lightweight, flexible and simple), Starling can be used also be used for other use cases like UI . That said, everything is designed to be as intuitive as possible, so any ™ or .Net™ developer will get the hang of it quickly as well.

About the Author
Thibault Imbert is a Flash Player product manager focused on graphics and rendering. After a few years working for different French agencies as a Flash developer, Thibault became an Certified Instructor in Paris where he taught ActionScript at an training center. Download Now »