Opengl 2.0 android tutorial
I didn’t manage to get the 64-bit (圆4) stuff working on Windows before I got annoyed, so I just used 32-bit (x86) JDK and 32-bit ADT bundle. The only gotcha here is that you need to match the bitness of your OS, JDK, and Eclipse. The instructions recommend JDK 6 (as of writing), I guess. Amazon has info on the details.Įither way, you need to also set up the JDK (Java Development Kit). Some devices need a little extra setup, like the Kindle Fire HD.
(I did write a little mouse/touch compatibility code so I can use Code::Blocks and test on Windows/Linux). I use Code::Blocks normally, but it’s really not a big deal to try out Eclipse. The ADT bundle includes the SDK and the Eclipse IDE, which we’ll be using to do everything.
Opengl 2.0 android tutorial how to#
The website has instructions and hosts the ADT bundle (Android Developer Tools), SDK (Software Development Kit – included in ADT bundle), and NDK (Native Development Kit) downloads and describes how to set them up. You just follow along with the official documentation. The process here is not too bad but it takes some time and patience. Android dev is done in Java, but we’ll be using the Java Native Interface (JNI) to work in C and C++ instead.
Opengl 2.0 android tutorial for android#
The first step is getting your dev environment ready for Android development. This will be a work-in-progress tutorial-style post as I document the path I take to get started and get my existing code ported. I had barely messed with SDL 2.0 before this, so I really had to jump all in. The SDL devs have done a lot of work recently getting the new version of SDL working nicely on mobile platforms. My experience and codebase is all based on SDL. It’s a decent tablet, but I want to make games!
So, we finally made the decision and bought a Kindle Fire HD 7″. Also, we’ve been looking at getting a Kindle Fire HD sometime. I had always leaned toward Android as it’s slightly more open than the others.
Well, your main options are iOS (iPod, iPhone, or iPad), Windows Phone (7 or 8), BlackBerry (BlackBerry smartphones, PlayBook), and Android (most of the other devices on the market). I’ve been recently wanting to get into mobile development. This is part 1 of my HowTo: SDL on Android series.