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Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game Index

Implementing mount points


It is convenient to access all of the application's resources as if they all were in the same folder tree, no matter where they actually come from—from an actual file, a .zip archive on disk, or an in-memory archive downloaded over a network. Let us implement an abstraction layer for this kind of access.

Getting ready

We assume that the reader is familiar with the concepts of NTFS reparse points (http://en.wikipedia.org/wiki/NTFS_reparse_point), UNIX symbolic links (http://en.wikipedia.org/wiki/Symbolic_link), and directory mounting procedures (http://en.wikipedia.org/wiki/Mount_(Unix)).

How to do it...

  1. Our folders tree will consist of abstract mount points. A single mount point can correspond to a path to an existing OS folder, a .zip archive on disk, a path inside a .zip archive, or it can even represent a removed network path.

    Note

    Try to extend the proposed framework with network paths mount points.

    class iMountPoint: public iObject
    {
    public:
  2. Check if the file exists...

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