By Sergey Kosarevsky, Viktor Latypov
Android NDK is used for multimedia purposes which require direct entry to a platforms assets. Android NDK can be the most important for portability, which in flip presents a pretty cozy improvement and debugging approach utilizing commonly used instruments equivalent to GCC and Clang toolchains. in the event that your desire to construct Android video games utilizing this awesome framework, then this booklet is a must-have.
This ebook provide you with a few transparent step by step recipes with the intention to assist you to begin constructing cellular video games with Android NDK and enhance your productiveness debugging them in your machine. This e-book also will give you new methods of operating in addition to a few helpful suggestions and tips that would demonstrably elevate your improvement pace and efficiency.
This publication will take you thru a few easy-to-follow recipes that can assist you to use the Android NDK in addition to a few renowned C++ libraries. It offers Android program improvement in C++ and indicates you ways to create an entire gaming application.
You will how to write moveable multithreaded C++ code, use HTTP networking, play audio records, use OpenGL ES, to render top of the range textual content, and the way to acknowledge person gestures on multi-touch units. so as to leverage your C++ talents in cellular improvement and upload functionality on your Android functions, then this is often the publication for you.
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Additional resources for Android NDK Game Development Cookbook
For example, we have seen that each source file of the library gets compiled into the corresponding object file. Target names may include the file name pattern to avoid copying and pasting, but in the simplest case, we just list all the source files and duplicate those lines replacing SourceFile with the appropriate file names. The –c switch after the gcc command is the option to compile the source file and –o specifies the name of the output object file. The $(CFLAGS) symbol denotes the substitution of the value of the CFLAGS variable to the command line.
Net. 34 Chapter 1 Linking and source code organization In the previous recipes, we learned how to create basic wrappers that allow us to run our application on Android and Windows. However, we used an ad-hoc approach since the amount of source code was low and fit into a single file. We have to organize our project source files in a way suitable for building the code for larger projects in Windows and Android. Getting ready Recall the folder structure of the App3 project. We have the src and jni folders inside our App2 folder.
Keystore] Now we are ready to proceed with the actual application signing. apk alias_name This command is interactive, and it will require the user to enter the keystore password and the key password. apk alias_name Passwords should match what you entered while creating your release key and keystore. apk package on Google Play. apk using mmap() calls. Yet, mmap() may imply some alignment restrictions on the underlying data. apk on 4-byte boundaries. apk is ready to be published. See also ff Chapter 2, Porting Common Libraries 37 2 Porting Common Libraries In this chapter, we will cover: ff Compiling the native static libraries for Windows ff Compiling the native static libraries for Android ff Compiling the libcurl networking library ff Compiling the OpenAL library ff Compiling libvorbis, libmodplug, and libtheora ff Using the FreeImage graphics library ff Using FreeType library for text rendering ff Implementing timing in physics ff Rendering graphics in 2D ff Setting up Box2D simulations ff Building the ODE physical library Porting Common Libraries Introduction This chapter explains how to port existing popular C/C++ libraries to Android using Android NDK.