- Paperback: 316 pages
- Publisher: Apress; 1st ed. edition (August 23, 2013)
- Language: English
- ISBN-10: 1430258306
- ISBN-13: 978-1430258308
- Product Dimensions: 7.5 x 0.7 x 9.2 inches
- Shipping Weight: 1.5 pounds (View shipping rates and policies)
- Average Customer Review: 6 customer reviews
- Amazon Best Sellers Rank: #2,819,155 in Books (See Top 100 in Books)
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Beginning Android C++ Game Development 1st ed. Edition
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About the Author
Bruce Sutherland is a video game programmer hailing from Dundee, Scotland. He graduated with a Bsc (Hons) Computer Games Technology from the University of Abertay, Dundee in Scotland, graduating in 2005. After graduating he began his first job in the games industry at 4J Studios where he worked on Star Trek: Encounters (PS2), The Elder Scrolls IV: Oblivion (PS3), Star Trek: Conquest (PS2, Wii), Ducati Moto (NDS) and AMF Pinbusters! (NDS). In July 2008 he moved from Dundee to Melbourne Australia where he joined Visceral Studios and was a software engineer on Dead Space (Xbox 360, PS3, PC), The Godfather II (Xbox 360, PS3, PC) and Dead Space 3 (Xbox 360, PS3, PC). He developed an interest in developing for Android in his spare time and writes tutorials on his blog at http://brucesutherland.blogspot.com.
Top customer reviews
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for those wanting to get into mobile game development. Covers the basics
of the subject as well as advanced topics such as lighting and camera setup.
You just can't get better than this...lol...that's what we said in 1981...but for now...enjoy.
I have to complement the author on what was there being informative and helpful.
Unfortunately, what was NOT there is disappointing. The author spends a lot of time describing Matrix math, GLSL shaders and sound as we develope a game engine. However, the game characters are only spheres. There is no coverage of using actual game models (though the author mentions using Blender to develop the models for the book).
So we have a game engine that handles very good shading and sound, but only shows spheres. I would have expected at least an Appendix on how to import models and animate them.
I am disappointed in this book because its usefulness is truncated by not being able to use the end result for anything except studying shaders.