Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing timing in physics


The rest of this chapter is dedicated to two physical simulation libraries, the Box2D (2D simulation) and Open Dynamics Engine (3D simulations). Building these is not hard, so we’ll focus on making real use of them. The APIs of Box2D and ODE only provide functions to calculate current positions of the rigid bodies in simulations. First of all, we have to call the calculation routines. Then, we have to transform the bodies’ physical coordinates into a screen-related coordinate system. Connecting physical simulation with rendering and timing is the main problem treated in this recipe.

Getting ready

Virtually, every rigid body physics library provides abstractions of the world, object (or body), constraint (or joint), and shape. The world here is just a collection of bodies and joints attached to bodies. Shapes define how bodies collide.

To create a dynamic application based on the physical simulation, we have to be able to render the physical scene at any moment...