-2011- Learning Android Game Programming Richard Rogers 'link'
Perhaps the most enduring lesson from Learning Android Game Programming is its breakdown of the game loop. In standard Android application development, the UI is event-driven—a user clicks a button, and code executes in response. In game programming, the application must constantly update and render the world, typically 60 times a second, regardless of user input.
Enter Richard Rogers. His book was not just a tutorial; it was a survival guide for developers trying to squeeze frame rates out of underpowered devices. The subtitle, A Hands-On Guide to Building Your First Android Game , promised accessibility, but the content offered deep technical insights into how the Android operating system actually handled graphics and audio. -2011- learning android game programming richard rogers
Richard Rogers' 2011 book is a time capsule. It represents the era where mobile developers were hackers, not just "app builders." You had to understand Matrix transformations for sprites, AudioTrack for raw PCM audio, and Bitmap.recycle() to avoid OutOfMemoryError . Perhaps the most enduring lesson from Learning Android
He directly addresses:
Unlike many Android books that jump between disconnected examples, Rogers builds . You see how each component (input, collision, scoring, sound) integrates into a working product. Enter Richard Rogers
Note: The hyphenated “-2011-” in the keyword suggests a specific vintage or a search excluding other dates, but in context, it points directly to the publication year of a seminal book.