By Sergey Kosarevsky, Viktor Latypov
Android NDK is used for multimedia functions which require direct entry to a platforms assets. Android NDK is additionally the main for portability, which in flip presents a fairly cozy improvement and debugging strategy utilizing wide-spread instruments similar to GCC and Clang toolchains. in case your desire to construct Android video games utilizing this impressive framework, then this publication is a must-have.
This publication provide you with a couple of transparent step by step recipes as a way to assist you to begin constructing cellular video games with Android NDK and increase your productiveness debugging them in your machine. This booklet also will give you new methods of operating in addition to a few invaluable tips and tips that would demonstrably bring up your improvement velocity and efficiency.
This e-book will take you thru a few easy-to-follow recipes to help you to use the Android NDK in addition to a few well known C++ libraries. It offers Android program improvement in C++ and indicates you ways to create a whole gaming application.
You will tips on how to write moveable multithreaded C++ code, use HTTP networking, play audio documents, use OpenGL ES, to render fine quality textual content, and the way to acknowledge person gestures on multi-touch units. that allows you to leverage your C++ abilities in cellular improvement and upload functionality on your Android functions, then this can be the publication for you.
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Extra info for Android NDK Game Development Cookbook
Mk file is similar to the ones we have written for the sample applications in the previous chapter, yet with a few exceptions. At the top of the file, some required variables must be defined. a file LOCAL_MODULE := FreeImage # add the include directories LOCAL_C_INCLUDES += src \ # add the list of source files LOCAL_SRC_FILES +=
H. How to do it... We use the standard macros to detect the OS for which the program is being compiled: Windows-targeted compilers provide the _WIN32 symbol definition, and the __linux__ macro is defined on any Linux-based OS, including Android. However, the __linux__ defination is not enough, since some of the APIs are missing in Android. The macro ANDROID is a non-standard macro and we pass the -DANDROID switch to our compiler to identify the Android target in our C++ code. mk file. Finally, when we write the low-level code, the detection looks like the following code: #if defined(_WIN32) // windows-specific code #elif defined(ANDROID) // android-specific code #endif For example, to make an entry point look the same for both the Android and Windows versions, we write the following code: #if defined(_WIN32) # define APP_ENTRY_POINT() int main() #elif defined(ANDROID) # define APP_ENTRY_POINT() int App_Init() #endif Later we will replace the int main() definition with the APP_ENTRY_POINT() macro.
2. cpp source file, and these lines should be written for each of the source files. 3. o ... 4. a $(ObjectList) Every line in the makefile, except the empty lines and the names of the targets, should start with a tabulation character. 5. a file as a parameter to gcc. How it works... Makefiles consist of targets similar to subroutines in programming languages, and usually each target results in an object file being generated. For example, we have seen that each source file of the library gets compiled into the corresponding object file.
Android NDK Game Development Cookbook by Sergey Kosarevsky, Viktor Latypov