www.it-ebooks.info For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. www.it-ebooks.info Contents at a Glance About the Author ���������������������������������������������������������������������������������������������������������������xiii About the Technical Reviewer ��������������������������������������������������������������������������������������������xv Acknowledgments ������������������������������������������������������������������������������������������������������������xvii Introduction �����������������������������������������������������������������������������������������������������������������������xix ■ Chapter 1: An Introduction to Game Development ������������������������������������������������������������1 ■ Chapter 2: An Introduction to the Android Game Development Ecosystem �����������������������7 ■ Chapter 3: Game Design for Beginners: Droid Runner �����������������������������������������������������25 ■ Chapter 4: Building a Game Engine ���������������������������������������������������������������������������������33 ■ Chapter 5: Writing a Renderer �����������������������������������������������������������������������������������������47 ■ Chapter 6: Game Entities �������������������������������������������������������������������������������������������������87 ■ Chapter 7: Building Game Levels with Collision ������������������������������������������������������������121 ■ Chapter 8: Virtual Cameras �������������������������������������������������������������������������������������������149 ■ Chapter 9: Lighting and Materials ���������������������������������������������������������������������������������185 ■ Chapter 10: Game Audio ������������������������������������������������������������������������������������������������217 ■ Chapter 11: Self-Publishing 101 ������������������������������������������������������������������������������������249 iii www.it-ebooks.info iv Contents at a Glance ■ Appendix A: Using the Android Development Environment �������������������������������������������263 ■ Appendix B: Android Hardware Overview����������������������������������������������������������������������269 ■ Appendix C: C++ Programming �������������������������������������������������������������������������������������273 ■ Appendix D: C++ Math ���������������������������������������������������������������������������������������������������277 Index ���������������������������������������������������������������������������������������������������������������������������������289 www.it-ebooks.info Introduction Over the last few years, game development has become more open to bedroom programmers. In the 1980s and early 1990s, this was a common route into game development. In the late 1990s and early 2000s, game development budgets, schedules, and technical requirements meant that it was very uncommon to find game programmers creating games in their own right. This all changed with the release of mobile phones and more recently tablets with 3D graphics capabilities which surpass consoles such as the Playstation 2 and Sega Dreamcast. This book will introduce the reader to the world of game development on the Android platform. The reader will learn how to plan, begin, and execute a game development project from beginning to end. I hope you enjoy it. xix www.it-ebooks.info 1 Chapter An Introduction to Game Development Video games have become an important part of our culture in a relatively short period of time. The industry is also developing into a major pillar of many modern economies, with game development tax schemes being introduced into many developed countries. These are coinciding with a period of time where it has never been easier to release a game into the commercial market. For the last two decades, game development teams have required financial backing and a level of expertise to pass stringent tests by platform holders to be allowed access to their development hardware. Today, anyone with a mobile phone or a tablet and a computer, even a laptop, can build a game and have it for sale with a minimum of time and financial backing. This does not mean that every game is successful: it is still essential to have a good understanding of the technical aspects involved in making games and the considerations involved in designing games which people will want to play. Sometimes the best way to develop this knowledge is to begin at the very beginning, so we’ll look at some video game history. A Brief History of Video Games One of the first video games is widely acknowledged to be Spacewar!. Spacewar! was created by Stephen Russell at MIT and released in 1962 as a demonstration of the power of the recently released PDP-1 computer system. Games such as Spacewar!, however, did not reach a mass critical appeal. The era of commercially successful video games arguably began when a student of Russell’s at Stanford, Nolan Bushnell, along with his partner Ted Dabney, formed Atari in 1972. Atari was responsible for releasing massively popular and commercially successful games such as Pong, Asteroids, and Breakout. Atari would remain one of the biggest players in the video game business until the entry of two major competitors. Nintendo and Sega both entered the video game business in 1983 with the Nintendo Entertainment System and Sega SG-1000 (and later the Master System). These companies would become the 1 www.it-ebooks.info 2 CHAPTER 1: An Introduction to Game Development major players in the video game business through to the late nineties and would spawn the creation of massive gaming franchises such as Mario, Legend of Zelda, Sonic the Hedgehog, and Sega Rally. Almost as importantly, Nintendo and Sega would popularize the concept of handheld gaming. Through their platforms such as the Game Boy, Game Gear through to the Nintendo 3DS, and current competition from Sony’s Playstation Vita, Nintendo and Sega proved that there was an appetite for people to play games on the move. This branch of gaming has been converging with the mobile phone platforms ever since phones begun to have processors and graphics capabilities to run programs which we can recognize as games. Nokia handsets in the late nineties were released with a version of the game Snake, which was very popular. Qualcomm released the BREW (Binary Runtime Environment for Wireless) platform in 2001. Nokia tried to develop a dedicated mobile phone–based gaming platform called NGage and released this in 2003. Both of these platforms showed what a mobile phone platform could eventually be capable of. The first breakout success in mobile phone gaming came from Apple in 2008, when they released their App Store onto the iPhone 3GS in 2008. This was followed shortly after by Google’s Android Market (currently Google Play), which launched in September 2008. These stores democratized console game development by, for the first time, allowing any company or individual to register as a developer and release games for sale directly to the public. Video game consoles up to this point required a developer to be registered and pay considerable sums to gain access to development versions of the hardware which they were targeting. Now anyone could make apps and games with their home computer and their own mobile phone. The App Store and Google Play have gone from strength to strength as the hardware in mobile phones has improved rapidly. In the last four years, the mobile platforms have moved from single-core processors with no hardware floating point support to multi-core setups, which are arguably as capable as low-end desktop CPUs. Similarly, the GPUs available have gone from fixed-pipeline OpenGL ES 1.1–capable parts to modern chips with at least OpenGL ES 2.0 support as well as some of the most modern GPUs supporting version 3.0. Some of those terms still sound daunting for a complete newcomer to the game development scene, and this can create a barrier to entry. Many people can be put off at this point, so it’s important to dispel these feelings and take a look at who can and should make games. Who Makes Games? As I touched on in the previous section, with the modern app platforms on mobile phones, the traditional model of well-established companies signing publishing deals with massive game publishing houses is no longer the most common method for releasing video games. There are currently all manner of developers on these mobile platforms. Some of the biggest remain the traditional companies such as Electronic Arts, who make very popular and successful games. However, there is a growing community of independent developers who are creating meaningful game experiences which are also hitting some very large numbers of downloads and creating substantial revenues. A great example of this is Temple Run. Temple Run is developed by Imangi Studios, a husband-and-wife team who added an extra member to create the art for their game. www.it-ebooks.info CHAPTER 1: An Introduction to Game Development 3 I think Jesse Schell put it best in his book, The Art of Game Design, when discussing who can be a games designer. In his very first chapter he addresses how to become a game designer by asking the question: “How do you become a game designer?” His response is: “Design games. Start now! Don’t wait! Don’t even finish this conversation! Just start designing! Go! Now!” By the time you finish this book, you’ll have made a game from scratch and will be ready to move on to developing your own games from your own designs. It’s also worth noting that games don’t always have to be video games. Many of the most popular games throughout history have been board games, and examples such as chess and Monopoly spring instantly to mind. So what is it that makes video games different? The Difference between Computer Games and Board Games Traditional games have been around for thousands of years, yet there is an appeal to modern video games which sets them apart from those games. Traditional games have a formal structure. They usually have a set of rules, an element of randomness, a conflicting goal for players to achieve, and a win condition. An example would be Monopoly. The goal of the game for each player is to be the last with money remaining. You can reduce the amount of money others have by developing property squares which you own, and the rules of the game dictate how and when you can carry out this development. There is an element of randomness added to the game by way of having dice to roll, which determine which property squares your piece lands on. Despite the endless variations which can occur when playing a game such as Monopoly, the rules and actions are still fairly limited in scope. These games still rely on the players to remember how to play the game for it to be successful. Video games have an advantage in the sense that the computer can simulate a game without the need for the player to remember the state of the game. Video games can therefore be much more complicated systems than traditional games. Today’s console and PC games are perfect examples of this complexity. Games such as Microsoft’s Halo 4 have an enormous set of rules which are all executed in real time. Each weapon has different characteristics; there are vehicles and enemies which each have a unique tuning in their AI to represent differing personalities. To many on the surface, it might seem much like many other first-person shooter games, but the interplay among the different game rules is what separates video games from traditional games and also separates the good games from the great ones. Great games almost seamlessly blend complicated rules, AI, and player interaction into a believable world and story. Now that we’ve looked at the differences between board games and console games, we’ll take a look at what makes games designed for mobile devices different from games designed for a home console. www.it-ebooks.info 4 CHAPTER 1: An Introduction to Game Development Comparing Mobile Phones to Game Consoles This may come as a surprise, but there is actually very little difference between current Android mobile phones and the traditional game platforms such as the Microsoft Xbox 360, the Sony Playstation 3, and Nintendo’s Wii U. Each system has its own trade-offs and potentially unique controller interfaces, but under the surface each system conforms to a few set standards. They all have a CPU which executes the game code. Each has a GPU which renders the game geometry. Each has a display of varying resolution and aspect ratio. They all output sound. They all take user input. The major differentiating factor from a user’s perspective is the aspect of input. Traditionally, PC games have been played with a keyboard and mouse, console games with a controller, and modern mobile games with a touch screen. This requires that the games be designed differently to best suit the input device of the system being targeted. From a development perspective, mobile phones are currently weaker than the consoles and much weaker than PCs. Despite supporting modern features such as vertex and fragment shaders, the number of vertices which can be processed and the number of pixels which can be drawn is limited on a phone compared to a PC or console. There are also stricter limits to the memory bandwidth between the phone’s memory and the GPU, making it important to send only relevant information which the GPU can use to render the current frame. These restrictions can impact a game at the lowest level of its implementation, and game programmers have become adept at designing their technology to accommodate these differences. Many of the challenges will be common to all mobile games, and sharing the advances made from one project will only help to benefit games which follow. To that end, game engines have become a fundamental part of developing games on console and ever more increasingly on mobile platforms also. An Overview of Game Engines In the 1980s, it was not uncommon for every individual game to be written from scratch, with very little code reuse between projects. This began to change with the emergence of game engines in the early to mid-1990s. With the advent of 3D accelerators, the complexity of game code was increasing rapidly. It was quickly becoming necessary to understand a large number of topics related to game development, such as audio, physics, AI, and graphics programming. As the complexity increased, so did the sizes of teams necessary to create games and also the money required. It wasn’t long before there was a dual track developing within game development. There were technical teams writing the systems which games run upon and there were the game programming teams developing the games themselves. www.it-ebooks.info CHAPTER 1: An Introduction to Game Development 5 From this was born the concept of a game engine. The low-level systems were written in an abstract manner so that games could be developed over the top. A key player in the engine market at this time was Id Software, which licensed its Id Tech engines to other developers. A notable franchise which was born on Id’s game engines was Half-Life, which was created using the Quake engine. Id’s own Quake 3, released in 1999, was their largest release at the time and was developed on their Id Tech 3 engine. This engine was also licensed, and the most notable example was the use of the engine by Infinity Ward to create Call of Duty. Since then, Unreal has become a massively successful engine licensed by many game teams from the United States, Europe, and Japan to create some of the largest console games of the current generation, and the Unity engine is currently used in a wide range of titles on both Android and iOS. From an individual perspective, it’s important to realize the core concept of what makes a game engine an attractive prospect, whether it’s through licensing another developer’s technology or writing your own code in an engine-like manner. Using this technique allows you to reuse large sections of code between projects. This reduces the financial cost of developing titles as you move forward and increases your productivity by allowing you to spend more and more time on game features and less time on the engine. In reality, it’s never quite that simple, but it is important to try to separate engine code from game logic code as much and as often as possible. This is something which we will be trying to achieve as we move through this book: from the beginning to the end, we’ll be sure to look at the separation of reusable engine code and game logic which is specific to an individual app. Summary That concludes a whirlwind introduction to video game development, from its roots all the way through to the current state of modern development. Each of these topics could be covered in depth in volumes of their own, but the grounding we have established here should stand us in good stead for the rest of this book. We’re going to walk through the development of a game, from setting up a game project in Eclipse, designing a small game, and implementing a game engine, all the way through to publishing our first title in Google Play. Let’s get started. www.it-ebooks.info
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