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
About the Authors
About the Reviewers

Boids demonstration

The demo code in 1_Boids uses a mixture of GoTo and Flocking behaviors to make a swarm of boids chase a user-specified target, and at the same time, create an illusion of the swarm-like movement.

We do not discuss the whole source of the application here and only underline the most important parts. The initialization of the demo starts with the creation of clSwarm filled with randomly positioned boids:

auto Swarm = make_intrusive<clSwarm>();
Swarm->GenerateRandom( 10 );

We set the same controller for all boids. The controller itself is a blend of clFlockingBehaviour and clGoToBehavior in the g_Behaviour object:

auto MixedControl = make_intrusive<clMixedBehaviour>();
MixedControl->AddBehaviour(0.5f, make_intrusive<clFlockingBehaviour>());
MixedControl->AddBehaviour(0.5f, g_Behaviour);

The g_Behaviour instance holds coordinates of the target, which are initially set to (1.0, 1.0):