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

Building the ODE physical library


This recipe is dedicated to the building of the open source ODE (Open Dynamics Engine) physical simulation library, which is one of the oldest rigid body simulators for interactive applications.

Getting ready

Download the most recent source code from the library home page: http://www.ode.org/download.html.

How to do it...

  1. Compiling ODE is no different from other libraries. One subtle point, is the selection between single and double floating-point precision. Standard compilation involves the autoconf and automake tools, but here we just prepare Android.mk, makefile as usual, and odeconfig.h. We need to define either the dDOUBLE or dSINGLE symbol there to enable the single or double precision calculations. There is this line in the beginning of the odeconfig.h file:

    #define dSINGLE
  2. It enables the single-precision, 32-bit floating point calculations which are sufficient for simple interactive applications. Changing the value to dDOUBLE enables the double-precision...