Book Image

Mastering Android NDK

Book Image

Mastering Android NDK

Overview of this book

Android NDK is used for multimedia applications that require direct access to system resources. NDK is also the key for portability, which in turn allows a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. This is a hands-on guide to extending your game development skills with Android NDK. The book takes you through many clear, step-by-step example applications to help you further explore the features of Android NDK and some popular C++ libraries and boost your productivity by debugging the development process. Through the course of this book, you will learn how to write portable multi-threaded native code, use HTTP networking in C++, play audio files, use OpenGL ES 3, and render high-quality text. Each chapter aims to take you one step closer to building your application. By the end of this book, you will be able to create an engaging, complete gaming application.
Table of Contents (17 chapters)
Mastering Android NDK
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Asteroids game


Now, we have everything in place to deal with the actual game. Essentially, the game contains a lot of the previous examples stitched together to run in common and implement different aspects of the application. The glue that defines the game logic is in the class clGameManager, which is defined in Game.cpp and Game.h. The actual boid-like entities are implemented in Actors.cpp and Actors.h. Let's start with the base class iActor:

class iActor: public iIntrusiveCounter
{
public:
  iActor():
  m_Pos(0),
  m_Vel(0),
  m_Accel(0)
  {}

The major difference from all the previous examples is that there is no Render() method in this game framework. Instead, all entities should know how to attach to and detach from a scene graph. These methods are overridden in subclasses and vary between different types of actors:

  virtual void AttachToScene( const clPtr<clSceneNode>& Scene ) = 0;
  virtual void DetachFromScene( const clPtr<clSceneNode>& Scene ) = 0;

Some code is...