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

Implementation of the flocking algorithms


To implement the above mentioned behaviors, we will consider the following class hierarchy:

A single boid is represented by an instance of the clBoid class, which holds a pointer to an instance of iBehaviour. The iBehavior interface contains a single member function, GetControl(), which calculates the instant force acting on a boid. Since the force magnitude might depend on a boid's state, we pass a raw non-owning pointer to clBoid into GetControl():

class iBehaviour: public iIntrusiveCounter
{
public:
  virtual vec2 GetControl( float dt, clBoid* Boid ) = 0;
};

Let's consider the clBoid class itself. It contains m_Pos and m_Vel fields, which hold the current position and velocity of the boid, respectively. These values are two-dimensional vectors, but the whole structure can be extended to 3D logic using three-component vectors:

class clBoid: public iActor
{
public:
  vec2 m_Pos;
  vec2 m_Vel;

The m_Angle field is the boid's instant orientation, and it...