Book Image

Mastering Android NDK

Book Image

Mastering Android NDK

Overview of this book

Android NDK is used for multimedia applications that require direct access to system resources. NDK is also the key for portability, which in turn allows a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. This is a hands-on guide to extending your game development skills with Android NDK. The book takes you through many clear, step-by-step example applications to help you further explore the features of Android NDK and some popular C++ libraries and boost your productivity by debugging the development process. Through the course of this book, you will learn how to write portable multi-threaded native code, use HTTP networking in C++, play audio files, use OpenGL ES 3, and render high-quality text. Each chapter aims to take you one step closer to building your application. By the end of this book, you will be able to create an engaging, complete gaming application.
Table of Contents (17 chapters)
Mastering Android NDK
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing the particle system


To make our game look shinier, we add yet another component to our rendering engine: a particle system. Particles move similarly to boids from the previous chapter, but vastly outnumber them and are not supposed to participate in complex interactions. Since individual particles are transparent, we need to take care of the rendering order and render particles after all solid objects within the frame have been rendered.

Each particle is treated as a point-like object when speaking of dynamics and rendered as a screen-aligned quadrilateral. A single particle does not exist forever and its initial lifetime FLifeTime and current time-to-live FTTL are stored. The sParticle structure contains FPosition, FVelocity, and FAcceleration fields describing its kinematic and dynamic properties. In addition to the physical properties, the FRGBA field contains a color of the particle and the FSize field describes its visual size. Let's put it this way:

struct sParticle
{
 ...