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

Loading resources asynchronously


The preface of this book tells us we are going to develop an asynchronous resources loading system in this chapter. We have completed all of the preparations for this. We are now equipped with secure memory management, task queues, and finally, the FileSystem abstraction with archive file support.

What we want to do now is to combine all of this code to implement a seemingly simple thing: create an application that renders a textured quad and updates its texture on-the-fly. An application starts, a white quad appears on the screen, and then, as soon as the texture file has loaded from disk, the quad's texture changes. This is relatively easy to do—we just run the LoadImage task that we implement here, and as soon as this task completes, we get the completion event on the main thread, which also owns an event queue. We cannot get away with a single mutex to update the texture data, because when we use the OpenGL texture objects in Chapter 6, Unifying OpenGL...