What Hardware/Software Will You Need for Android Games

A Windows or Linux PC with a Java SDK Properly Installed 
I guess this is kind of obvious, as most development for Android is done in Java. Note that I
mentioned a Java SDK, not JRE. The SDK is required because of the JNI header files and
command line tools used throughout the latter chapters.

Eclipse IDE and Android SDK Properly Installed 
Eclipse is the de facto IDE for Android development. I have used Eclipse Galileo to create the
workspace for the book; nevertheless, Eclipse Ganymede should work as well.
Even though Eclipse Helios has been used to create the code workspace, you can use your favorite IDE; of
course, that will require a bit of extra setup. You can get Eclipse from www.eclipse.org/.
For instructions on how to set up the Android SDK with other IDEs, such as IntelliJ or a basic
editor, see http://developer.android.com/guide/developing/other-ide.html.
To have the Android SDK properly installed you need to do the following:
1.  Install the Android SDK plug-ins for Eclipse:
•  From the IDE main menu, click Help ➤ Install New Software.
•  Click the Add button to add a new Site and enter:
A name: Android SDK
A location: https://dl-ssl.google.com/android/eclipse/. Click OK.
•  Select the Android SK from the Available Software dialog and follow the
easy installation instructions from the wizard.
2.  Install the Android SDK. It can be downloaded from the Android site mentioned
earlier. Keep in mind that Eclipse must betold about the location of the Android
SDK. From the main IDE menu, click Window ➤ Preferences. On the left
navigation menu, select Android and enter the SDK location (see Figure 2). I
used SDK 3.1 because that was the latest available at the time of this writing.
Nevertheless, the code in this book has been tested with SDK 2.3 and 3.1 (see the
SDK compatibility section for details).

Native Development Kit (NDK) 
The NDK is the essential tool for any serious game developer out there. It provides the compiler
chain, header files, and documentation required tobring your cutting-edge games to the mobile
landscape. By using the NDK, developers can escape the shackles of the Java memory heap and
unleash their creativity in building the most powerful C/C++ engines, limited only by what the
hardware can provide. In this book you will use the NDK extensively, thus a solid foundation of C
programming is required to fully understand the concepts presented in each chapter.
Chapter Source
This is an optional tool, but it will help you greatly to understand the concepts as you move along.
I have made my best effort to describe each chapter as simply as possible; nevertheless, some of
the games (especially Wolf 3Dand Doom) have very large core engines written in C (100 K lines
for Doom), which are poorly commented and very hard to understand. All in all, you will see how
easy these great languages (Java and C) can be combined with minimal effort. Get the companion
source for the book at www.apress.com. It was built using the latest Eclipse SDK.

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