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

The scene graph


A scene graph is a data structure commonly used to construct hierarchical representations of spatial graphical scenes. The main limitation of the classes introduced in Chapter 6, OpenGL ES 3.1 and Cross-platform Rendering is that they lack information on the scene as a whole. Users of these classes have to do ad hoc bookkeeping of transformations, state changes and dependencies, making implementation and support of any somewhat complex scenes a very challenging task. Furthermore, a lot of rendering optimizations cannot be done unless the whole scene information for the current frame is accessible.

In our current low-level implementation, we describe all visible entities using the clVertexArray class and render them using a shader program accessible via the clGLSLShaderProgram class with an ugly manual binding of matrices and shader parameters. Let's learn how to put all these properties together into a higher level data structure. First, we will start with a scene graph node...