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The Android Game Developer???s Handbook

You're reading from   The Android Game Developer???s Handbook Discover an all in one handbook to developing immersive and cross-platform Android games

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Product type Paperback
Published in Aug 2016
Publisher Packt
ISBN-13 9781785885860
Length 368 pages
Edition 1st Edition
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Author (1):
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Avisekhar Roy Avisekhar Roy
Author Profile Icon Avisekhar Roy
Avisekhar Roy
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Table of Contents (15) Chapters Close

Preface 1. Android Game Development FREE CHAPTER 2. Introduction to Different Android Platforms 3. Different Android Development Tools 4. Android Development Style and Standards in the Industry 5. Understanding the Game Loop and Frame Rate 6. Improving Performance of 2D/3D Games 7. Working with Shaders 8. Performance and Memory Optimization 9. Testing Code and Debugging 10. Scope for Android in VR Games 11. Android Game Development Using C++ and OpenGL 12. Polishing Android Games 13. Third-Party Integration, Monetization, and Services Index

The rendering pipeline in Android


Let's now have a look at the types of rendering pipeline in Android.

The 2D rendering pipeline

In the case of the 2D Android drawing system through Canvas, all the assets are first drawn on the canvas, and the canvas is rendered on screen. The graphic engine maps all the assets within the finite Canvas according to the given position.

Often, developers use small assets separately that cause a mapping instruction to execute for each asset. It is always recommended that you use sprite sheets to merge as many small assets as possible. A single draw call can then be applied to draw every object on the Canvas.

Now, the question is how to create the sprite and what the other consequences are. Previously, Android could not support images or sprites of a size more than 1024 x 1024 pixels. Since Android 2.3, the developer can use a 4096 x 4096 sprite. However, using such sprites can cause permanent memory occupancy during the scopes of all the small assets. Many low...

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