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

Manipulating geometry


In Chapter 4, Organizing a Virtual Filesystem, we created the Bitmap class to load and store bitmaps in an API-independent way. Now we will create a similar abstraction for geometry data representation that we will later use to submit vertices and their attributes to OpenGL.

Getting ready

Before we proceed with the abstraction, let's take a look at how the vertex specification in OpenGL works. Submitting vertex data to OpenGL requires you to create different vertex streams, and specify ways of their interpretation. Refer to the tutorial if you are unfamiliar with this concept at http://www.opengl.org/wiki/Vertex_Specification.

How to do it…

We have to decide which vertex attributes, or vertex streams, we will store in our mesh. Let's assume that for a given vertex we need a position, texture coordinates, a normal, and a color.

The following are the names and indices of these streams:

const int L_VS_VERTEX   = 0;
const int L_VS_TEXCOORD = 1;
const int L_VS_NORMAL   = 2;
const...