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
About the Authors
About the Reviewers

Initializing OpenGL ES 2 on Android

Initialization of OpenGL on Android is straightforward when compared to Windows. There are two possibilities to create an OpenGL rendering context in the Android NDK: use EGL API ( from NDK directly, or create a wrapper Java class based on android.opengl.GLSurfaceView. We will choose the second option.

Getting ready

Make yourself familiar with the interface of the GLSurfaceView class at

How to do it…

  1. We extend the GLSurfaceView class in the following way:

    public class GLView extends GLSurfaceView
  2. The init() method selects the RGB_888 pixel format for a frame buffer:

      private void init( int depth, int stencil )
        this.getHolder().setFormat( PixelFormat.RGB_888 );
        setEGLContextFactory( new ContextFactory() );
        setEGLConfigChooser(new ConfigChooser( 8, 8, 8, 0, depth, stencil ) );
        setRenderer( new Renderer() );
  3. This inner class...