By Sergey Kosarevsky, Viktor Latypov
Android NDK is used for multimedia functions which require direct entry to a platforms assets. Android NDK can also be the foremost for portability, which in flip offers a fairly cozy improvement and debugging procedure utilizing established instruments equivalent to GCC and Clang toolchains. in case your desire to construct Android video games utilizing this outstanding framework, then this publication is a must-have.
This ebook offers you a few transparent step by step recipes in order to assist you to begin constructing cellular video games with Android NDK and improve your productiveness debugging them in your desktop. This booklet also will offer you new methods of operating in addition to a few invaluable information 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 renowned C++ libraries. It provides Android program improvement in C++ and indicates you ways to create a whole gaming application.
You will tips on how to write transportable 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. as a way to leverage your C++ abilities in cellular improvement and upload functionality in your Android purposes, then this is often the booklet for you.
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Extra resources for Android NDK Game Development Cookbook
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.
The GCC toolchain for Windows includes the AR tool, which is an abbreviation for the archiver. Makefiles for our libraries invoke this tool to create a static version of the library. This is done in the last lines of the makefile. 41 Porting Common Libraries There’s more... Here are some tips for writing makefiles: 1. o \ ... o There should be no space after the backslash. It is a limitation of the make tool. 2. Sometimes, comments are required. This can be done by writing a line, which starts with a sharp character: # This line is a comment If the header files for the library do not reside in the same directory as the source files, we have to add those directories to the CFLAGS list.