Game Development Reference
In-Depth Information
Summary
In this chapter, you learned how to bring a powerful PC engine like Quake to Android with
minimum effort. This chapter delivered the following:
A slick way to deal with the PC OpenGL caveats, such as immediate
mode drawing with almost no code changes to the original source. I
showed this by bringing Quake to Android while keeping 98% of the
original OpenGL renderer intact and 95% of the entire engine.
Efficient ways to cascade keyboard and touch events from Java to the C
engine for consumption while preserving the original event processors.
The implementation of these techniques with code samples and chapter
source.
Porting a game such as Quake to OpenGL ES would normally take countless hours—
probably months—of grueling work by a team of developers. In this chapter, I showed how
one person using powerful tools can get this game going with fewer than 500 lines of new
code.
 
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