Book Image

Cardboard VR Projects for Android

By : Jonathan Linowes, Matt Schoen
Book Image

Cardboard VR Projects for Android

By: Jonathan Linowes, Matt Schoen

Overview of this book

Google Cardboard is a low-cost, entry-level media platform through which you can experience virtual reality and virtual 3D environments. Its applications are as broad and varied as mobile smartphone applications themselves. This book will educate you on the best practices and methodology needed to build effective, stable, and performant mobile VR applications. In this book, we begin by defining virtual reality (VR) and how Google Cardboard fits into the larger VR and Android ecosystem. We introduce the underlying scientific and technical principles behind VR, including geometry, optics, rendering, and mobile software architecture. We start with a simple example app that ensures your environment is properly set up to write, build, and run the app. Then we develop a reusable VR graphics engine that you can build upon. And from then on, each chapter is a self-contained project where you will build an example from a different genre of application, including a 360 degree photo viewer, an educational simulation of our solar system, a 3D model viewer, and a music visualizer. Given the recent updates that were rolled out at Google I/O 2016, the authors of Cardboard VR Projects for Android have collated some technical notes to help you execute the projects in this book with Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the article at https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf which explains the updates to the source code of the projects.
Table of Contents (16 chapters)
Cardboard VR Projects for Android
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Exporting the RenderBox package


Now that we've finished creating this beautiful RenderBox library, how do we reuse it in other projects? This is where modules and .aar files come into play. There are a number of ways to share code between Android projects. The most obvious way is to literally copy pieces of code into the next project as you see fit. While this is perfectly acceptable in certain situations, and in fact should be part of your normal process, it can become quite tedious. What if we have a bunch of files that reference each other and depend on a certain file hierarchy, such as RenderBox? If you're familiar with Java development, you might say, "Well, obviously just export the compiled classes in a .jar file." You would be right, except that this is Android. We have some generated classes as well as the /res folder, which contains, in this case, our shader code. What we actually want is an .aar file. Android programmers might be familiar with .aidl files, which are used for...