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

Setting up Box2D simulations


Box2D is a pure C++ library with no dependencies on the CPU architecture, so a simple makefile and Android.mk script, similar to those found in the previous sections, would suffice to build the library. Using the techniques described in the previous section, we set up a simulation. We also have the frame buffer from the previous chapter, and we only render the boxes using 2D lines.

Getting ready

As a bonus, Erin Catto—the library author—provides a simplified version of Box2D. Once you are happy with just the boxes available, you can restrict yourself to using the BoxLite version.

Download the most recent source code from the library home page: http://box2d.org.

How to do it...

  1. To start with Box2D, we adapt the standard sample for a slightly modified BoxLite version, which is included in this book’s materials. First, we declare the global World object:

    World* g_World = NULL;
  2. Initialize it at the end of the OnStartup() routine:

    g_World = new World(Vec2(0,0), 10);
    Setup...