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  • Android Game Development Journey Chinese WORD Version
    Android Game Development Journey Chinese WORD Version
    This document mainly talks about the Android game development journey; today Android123 starts a new Android game development journey series, mainly from the control method (buttons, trackball, touch screen, gravity sensor, camera, microphone airflow, light brightness), graphics View (efficient drawing technology such as double buffering), sound effects (game music) and finally OpenGL ES (Java layer) and NDK's OpenGL and J2ME game porting methods to Android. Of course, there are also some game implementation idiomatic methods, such as map editors, In Andr
    2024-02-28 0 1115
  • Android game programming from scratch pdf version
    Android game programming from scratch pdf version
    Android game programming from scratch pdf version, friends who learn Android can refer to it.
    2024-02-27 0 458
  • Getting Started with Android Game Framework AndEngine WORD Version
    Getting Started with Android Game Framework AndEngine WORD Version
    This document mainly talks about getting started with the Android game framework AndEngine; AndEngine is a 2D game engine that uses OpenGLES for screen rendering and can run on systems that support Android 1.6 and above. It should be said that AndEngine has more game components and extended functions than the Libgdx engine introduced earlier. And unlike Libgdx, it can already support Chinese by default, and using the screen coordinate system for drawing is more in line with general Android drawing habits. hope
    2024-02-28 0 703
  • Unity3d game development camera switching Chinese WORD version
    Unity3d game development camera switching Chinese WORD version
    This document mainly talks about camera switching in unity3d game development; I hope it will be helpful to everyone; interested friends can come and take a look.
    2024-02-29 6 1988
  • j2me3D game development simple tutorial Chinese WORD version
    j2me3D game development simple tutorial Chinese WORD version
    This document mainly talks about a simple tutorial on j2me3D game development; Nowadays, 3D graphics are a key part of almost any game, and even some applications have achieved success by using 3D forms to describe information. As mentioned earlier, developing in immediate mode and manually coding all 3D objects is slow and complex. All corner points of polygons in your application must be encoded independently in an array. In JSR 184, this is called immediate mode. I hope this document will help friends in need; interested friends can come and take a look.
    2024-02-29 0 1640
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