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

Creating a multiplatform gaming engine


In previous chapters and recipes, we handcrafted many ad hoc solutions to some multiplatform game development tasks. Now, we are going to combine all the relevant code into a nascent portable gaming engine and learn how to prepare makefiles for Windows and Android to build it.

Getting ready

To understand what is going on in this recipe, you are advised to read through the chapters 1 to 7 from the beginning of this book.

How to do it…

  1. We split all our code into several logical subsystems and put them into the following folders:

    • core: This has low level facilities, such as the intrusive smartpointer and math library

    • fs: This contains filesystem related classes

    • GL: This contains the official OpenGL headers

    • include: This contains the include files of some third-party libraries

    • graphics: This contains high-level graphics-related code, such as fonts, canvas, and images

    • LGL: This contains our OpenGL wrapper and functions-loading code together with the abstraction layer...