Download Android NDK Game Development Cookbook by Sergey Kosarevsky, Viktor Latypov PDF

By Sergey Kosarevsky, Viktor Latypov

Android NDK is used for multimedia purposes which require direct entry to a structures assets. Android NDK is usually the foremost for portability, which in flip presents a fairly cozy improvement and debugging method utilizing customary instruments corresponding to GCC and Clang toolchains. in case your desire to construct Android video games utilizing this striking framework, then this publication is a must-have.
This booklet provide you with a few transparent step by step recipes to be able to assist you to begin constructing cellular video games with Android NDK and improve your productiveness debugging them in your machine. This e-book also will give you new methods of operating in addition to a few worthwhile assistance and methods that may demonstrably bring up your improvement velocity and efficiency.
This ebook will take you thru a few 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 exhibits you the way to create a whole gaming application.
You will the way to write moveable multithreaded C++ code, use HTTP networking, play audio documents, use OpenGL ES, to render top of the range textual content, and the way to acknowledge person gestures on multi-touch units. in order to leverage your C++ abilities in cellular improvement and upload functionality for your Android functions, then this can be the ebook for you.

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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. The following is the complete source code of the program (some omitted parts, similar to the previous example, are omitted).

The FIBITMAP structure is almost the 2D array we are looking for, with some extra information on the pixels' layout and image size. To convert it to the 2D array, FreeImage provides the function FreeImage_GetRowPtr() that returns a pointer to the raw RGB data of the ith pixels row. And vice versa, our frame buffer or any other 2D RGB image can be encoded into a memory block with FreeImage_SaveMemory() and saved to a file using a single fwrite() or ofstream::write() call. Here is the code that loads any picture format supported by FreeImage, for example, JPEG, TIFF, or PNG, and converts it into a 24-bit RGB image.

By default, the NDK will generate the code for ARMv5TE-based CPUs. mk to select a different architecture, for example (use only one line from the following list): APP_ABI := armeabi-v7a APP_ABI := x86 APP_ABI := mips 23 Establishing a Build Environment 2. We can specify multiple architectures to create a fat binary that will run on any of them through the following command: APP_ABI := armeabi armeabi-v7a x86 mips There's more... apk size, as separate native code versions are compiled for each of the specified architectures.

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