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Native Android 3D game engine and game

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Herein lies the README for a project known as Pineapple and Pocky.
Fall 2011, Android Game Development, CS195N Brown University

Authors
Paul Sastrasinh ([email protected])
Justin Kim ([email protected])

To compile on department machines:

 Startup /contrib/projects/eclipse-android-ndk/eclipse/eclipse

 Add pineapple and pocky to your workspace

 If you want, change the LATENCY variable in the PockyState.cpp, depending on your device.

 Hit the green button.

 If the compile fails, hit the green button again, it might take two tries -
 there seems to be a Makefile dependency issue somewhere.

 If eclipse gives build errors and refuses to build, select all the build errors
 and hit delete and build again.

 Uploading might take a little while (1 min) because of APK size.

Pineapple

Pineapple is a C++ game engine library written for Android (specifically 
targeting Android 8 devices and higher).  It uses OpenGL ES 2.

It supports (among other things)
	+ OpenGL and GLSL rendering
		+ Text rendering
		+ Animation
	+ Touch input
	+ Audio manipulation / playback
	+ Asset management
		+ PNG image loading
		+ Audio loading (WAV)
	+ ttf font loading

Pocky

Pocky is a little game implemented using Pineapple's game engine library.
It communicates with Pineapple using Android's NDK and JNI.

Building

Since Pocky relies on Pineapple, Pineapple must be built first.  The only
dependency required is the Android NDK with bundled stdlib ports.  All other
dependencies are included within the project and are compiled automatically.

Pineapple is distributed with a few third party libraries.  Each third party 
library used is listed below (as well as how they are used)
	
	libpng 
		Since Android 8 devices do not support native PNG loading, libpng
		is used to read in images.
	
	libzip 
		Android 8 devices do not support native asset loading.  To fix this
		the APK is unzipped at runtime and the assets are loaded into memory
		using libzip.  
	
	OpenAL 
		Android 8 devices do not support native sound management.  OpenAL (with
		tremolo) is used for native sound support.
			 
	font-builder
		Android native does not support font loading / rendering.  At compile time
		ttf files are converted into a readable texture format, which can then be 
		rendered using OpenGL.
		
		
Pocky and Pineapple are both Makefile based projects.  The Makefiles can be found
in the root directory of each project.

The build process of Pocky can be broken down into the following steps.

	1. Code Generation
		Much of the code in Pocky is generated at compile time.  These mostly take
		the form of headers.  All headers found in pineapple/jni/include/,
		extern/fonts are regenerated at compile time and should not be modified.
		
		JNI headers are automatically generated from JAVA files found in pineapple/src/lib
		and pocky/src lib.  Java classes should only be added to these folders if a JNI
		header needs to be generated.  Otherwise these classes should belong in the main/
		folder.
		
		Font headers are generated for each of the ttf fonts contained in build-tools/font-to-texture/fonts/
		Each ttf file must be alpha numerically named or an error will occur.  These headers
		are placed in extern/fonts (one for each font).  Each header includes the font character 
		data (positions, texture coordinates), and the bitmap texture data (which can be loaded
		into OpenGL).  Finally the Font.h header is generated containing methods to access
		the different fonts.  
		
		The Compile.h header contains build information (ex. Compile time, build number, etc.).
		
	2. Android Makefile Generation
		Android.mk files are generated for the Pineapple and Pocky projects.
		
	3. Compilation
		The Pineapple library is statically linked against libzip, libpng, and libOpenAL
		to form a shared library, libpineapple.so.  Pocky is then linked against the
		pineapple shared library during compilation.

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