19 June 2013 P1.0 (Printing)

First printing.

21 May 2013 B8.0

This is the final beta, post-production. Now it’s on to layout and printing.

04 April 2013 B7.0

This is the final beta, pre-production, and integrates the rest of the technical feedback. Thank you all for your feedback and support!

27 March 2013 B6.0

This release revises the first chapter for the latest Android SDK and integrates some of the feedback from the reviews. The next release will continue to integrate technical feedback.

20 March 2013 B5.0

This release adds a new appendix on debugging and fixes reported errata. The next release will integrate feedback from the technical reviews.

A note regarding the first chapter: The Android SDK has changed slightly since this was written, so this chapter will be updated before the book is finalized.

13 March 2013 B4.0

This release adds a new chapter where we tie up some loose ends and learn more about taking the next step toward other platforms and more advanced OpenGL techniques. In this chapter, we take a look at two different approaches to cross-platform development with OpenGL ES 2. We also take a quick look at a few advanced techniques, including multitexturing and anisotropic filtering, as well as some of the new features that are coming in OpenGL ES 3.0.

In the next release, we’ll add some more information on debugging when things go wrong. A note regarding the first chapter: The Android SDK has changed slightly since this was written, so this chapter will be updated before the book is finalized.

22 February 2013 B3.0

In this release, we learn how to turn our lighting project into a live wallpaper that can run on your Android’s home screen. Now that we’ve completed this project, we’ll tie up some loose ends and learn more about the next steps in the next beta release.

A note regarding the first chapter: The Android SDK has changed slightly since this was written, so this chapter will be updated before the book is finalized.

08 February 2013 B2.0

This release includes a new chapter on lighting. In this chapter, we start off by adding ambient and directional light to the terrain, using Lambertian reflectance. Later on, we dim the background and switch to a night sky, and we learn how to make each particle fountain glow by using point lights.

Coming up in the next beta release is a new chapter on live wallpapers for your Android’s home screen.

30 January 2013 B1.0

Initial beta.

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