Game Development Reference
In-Depth Information
If any errors occur, they will be displayed in the Eclipse Android log view. Take a look at the
“What to Do When Fatal Errors Occur” section earlier in this chapter for details.
This code was compiled with the SDK version 5 API 21 and tested with the Tablet emulator.
Summary
This is it. You have learned how engines such as Quake I, Quake II, and Doom can be
brought to your smartphone in record time by making use of the best that Android can offer,
such as
Code reusability : By combining the raw power of C/C++ with the elegant
object-oriented features of Java, you can have your games up and
running in no time. This is particularly useful if you are building for other
platforms, such as iOS, RIM, or Palm.
JNI : The Java Native Interface is what makes all of this possible. It lets
you break free of the memory and performance constraints of the Java
language, thus reducing development time and costs.
Powerful APIs for game development : This includes hardware-
accelerated graphics with OpenGL, audio handling independent of the
format, keyboard handling, and single/multi-touch capabilities, plus
Bluetooth for external controller support.
My goal in this chapter has been to show you that even though Java is the primary
development language for Android, hybrid Java/C development is the best way to develop
powerful games. I have done this by featuring three powerful engines that can be run in a
mobile device: Doom, Quake I, and Quake II.
 
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