CHAPTER 1 GETTING STARTED
Congratulations — your Android development environment is now all set! However, please note that
in order to use this book with Android you will need an actual device with OpenGL ES 2.0 support.
The emulator provided by the Android SDK supports only OpenGL ES 1.x, not OpenGL ES 2.0.
So local deployment on the simulator is not possible on Android; only device deployment is
supported when using GLES 2.
DOWNLOADING THE BOOK’S SDK
Once your development environment is set up, you should now grab a copy of this book’s
SDK. The ofﬁ cial SDK is available for download at
if you wish to download it through GIT, go to the ofﬁ cial GFX 3D engine website,
, where you can ﬁ nd detailed instructions.
If you have downloaded the zip ﬁ le, simply decompress it in a directory that you have read and write
access to. If you have downloaded it using GIT, all the ﬁ les and the SDK architecture are already
available on your drive.
The architecture of this book’s SDK is very simple. For more information, please refer to the
following directory list:
_chapter#-#: Contains the ﬁ nal result that you should reproduce by reading the tutorials
in the book. At any time while reading this book, if you feel that the instructions are not
clear, or if you are unsure where to insert some code, or even if you simply want to preview
the ﬁ nal result of a tutorial, open this directory. Inside the directory, you can then ﬁ nd at
the root the source ﬁ les used by the tutorial (respectively named
templateApp.h) and two directories
that contain the project ﬁ les for iOS and
Android. You can then load the project
into your IDE and rebuild it from scratch.
common: Contains the free and open
source GFX 3D engine (the mini game
and graphics engine that you will be
using in this book) source code of the
version that was used to create the
templates and tutorials for this book,
along with the source of the libraries the
engine depends on. The GFX 3D engine
is a very small and lightweight graphic
engine that is built with bits and pieces of my own professional engine. It is very small, fast,
ﬂ exible, and scalable; and will allow you to render state-of-the-art graphics on your mobile
device, as shown in Figure 1-3.
data: In this directory, you can ﬁ nd all the original assets that were used in each tutorial.
These assets are either linked dynamically to the projects (in the case of iOS) or simply
duplicated inside the
assets directory of each Android tutorial. Please note that all the
FIGURE 1-3: An FPS demo using the GFX 3D engine
Models and textures are generously provided by
David Radford (http://dmradford.com).
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