Beginning Android C++ Game Development by Bruce Sutherland

By Bruce Sutherland

Starting Android C++ video game improvement introduces normal and Android online game builders such as you to Android's robust local improvement package (NDK). The Android NDK platform permits you to construct the main refined, advanced and most sensible acting online game apps that leverage C++. briefly, you learn how to construct specialist having a look and acting online game apps just like the book's case examine, Droid Runner.

In this ebook, you'll study all of the significant points of online game layout and programming utilizing the Android NDK and be able to put up your first specialist game app to Google Play and Amazon Appstore for today's Android smartphones and pill clients to obtain and play.

The ideas contained during this publication contain development a online game engine, writing a renderer, and construction an entire online game app with entities, online game degrees and collisions. As a part of the academic you'll additionally know about placing views utilizing cameras and together with audio on your video game app.

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Listing 5-4. = EGL_NO_SURFACE) { eglDestroySurface(m_display, m_surface); } eglTerminate(m_display); } m_display = EGL_NO_DISPLAY; m_context = EGL_NO_CONTEXT; m_surface = EGL_NO_SURFACE; } As you can see from Listing 5-4, tearing down OpenGL is an easy process. This is necessary to properly hand back resources to the operating system in a timely fashion and to ensure that our game stands the best chance possible of properly resuming when the user restarts their session. By setting no surface and context to be present for the current display, we can ensure that there are no other resources which can successfully request to use these at a later point and cause issues.

All complex models and effects in games are born from the ability to render a list of triangles which are created with an array of vertices and an array of indices. This simple example will show you how to render a quad using two triangles made from the four vertices and six indices which we looked at in Listings 5-5 and 5-6 earlier in this chapter. CHAPTER 5: Writing a Renderer Representing Geometry Representing vertices and indices is something which we are likely to want to do repeatedly throughout our games, and therefore it makes sense to encapsulate their representation within a class.

We’ll fill it out as we move through this chapter. The next method of interest is Init (see Listing 5-3). Listing 5-3. Initializing OpenGL Using EGL void Renderer::Init() { // initialize OpenGL ES and EGL /* Here, specify the attributes of the desired configuration. In the following code, we select an EGLConfig with at least eight bits per color component, compatible with on-screen windows. */ const EGLint attribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE }; EGLint EGLint EGLConfig format; numConfigs; config; m_display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(m_display, NULL, NULL); /* Here, the application chooses the configuration it desires.

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