By Sergey Kosarevsky, Viktor Latypov
Android NDK is used for multimedia purposes which require direct entry to a structures assets. Android NDK is additionally the major for portability, which in flip presents a pretty cozy improvement and debugging procedure utilizing accepted instruments reminiscent of GCC and Clang toolchains. in the event that your desire to construct Android video games utilizing this extraordinary framework, then this booklet is a must-have.
This e-book will give you a few transparent step by step recipes to be able to assist you to begin constructing cellular video games with Android NDK and enhance your productiveness debugging them in your computing device. This booklet also will offer you new methods of operating in addition to a few worthy counsel and methods that would demonstrably raise your improvement pace and efficiency.
This e-book will take you thru a couple of easy-to-follow recipes that can assist you to exploit the Android NDK in addition to a few well known C++ libraries. It offers Android program improvement in C++ and exhibits you the way to create an entire gaming application.
You will find out 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 consumer gestures on multi-touch units. so that you can leverage your C++ talents in cellular improvement and upload functionality for your Android purposes, then this is often the e-book for you.
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Extra info for Android NDK Game Development Cookbook
Xml files. This can be done using Android SDK tools and IDEs. In this recipe, we will learn how to do it manually. We will use these files later on as the very starting point for all our examples. 15 Establishing a Build Environment Getting ready Let us set up the directory structure of our project (see the following screenshot): This is a typical structure for any Android project. We will create all the required files manually rather than using Android tools. How to do it... xml. >
This program only handles the window destruction event and does not render anything. c -lgdi32 How it works… To render a framebuffer on the screen, we need to create a so-called device context with an associated bitmap, and add the WM_PAINT event handler to the window function. To handle the keyboard and mouse events, we add the WM_KEYUP and WM_MOUSEMOVE cases to the switch statement in the previous program. Actual event handling is performed in the externally provided routines OnKeyUp() and OnMouseMove(), which contain our game logic.
We will create all the required files manually rather than using Android tools. How to do it... xml. >
Android NDK Game Development Cookbook by Sergey Kosarevsky, Viktor Latypov