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

Initializing the OpenGL 3 core profile on Windows


OpenGL 3.0 introduced the idea of features deprecation. Some features could be marked as deprecated and could be removed from the specification in later versions. For example, immediate mode rendering via glBegin ()/glEnd () was marked as deprecated in OpenGL standard Version 3.0 and removed in Version 3.1. However, many OpenGL implementations retain the deprecated functionality. For example, they want to be able to provide a way for users of modern OpenGL versions to access the features from old APIs.

Starting from the OpenGL Version 3.2, a new mechanism was introduced to allow the user to create a rendering context of particular version. Each version allows backwards-compatible, or core profile contexts. A backwards-compatible context allows the use of all features marked as deprecated. The core profile context removes the deprecated functionality, making the API cleaner. Furthermore, the OpenGL 3 core profile is much closer to the mobile...