3D Shooters for Quake II
This chapter builds upon the previous one to deliver the next great PC engine: Quake II. What makes this chapter unique is that, thanks to the wonderful reusability of Java and the power of the C language, you will be able to do the following:
- Reuse the thin Java wrappers to the Quake engine from Chapter 6 with no changes whatsoever.
- Keep 99% of the native engine intact with the help of NanoGL.
- Make tiny changes to the C code in the remaining 1% of the native engine in order to make it Android-friendly.
You’ll start by learning how to add set nimble Java wrappers to get the engine running quickly in Android, including game startup, video rendering, and key and audio events. Next, you’ll look at an efficient ...