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Introduction > Chapter 7

Chapter 7

This chapter builds upon Chapter 6 to deliver the Quake II engine to your fingertips. You will be introduced to a wonderful tool called NanoGL, which allows developers to translate the complexity of the OpenGL immediate mode drawing into OpenGL ES, transparently keeping your original code intact. You will also learn how to make the Quake II engine behave properly in Android by creating custom audio and video handlers, which also demonstrates the great reusability features of the Java language. All in all, 99 percent of the original Quake II C code will be kept intact, plus the thin Java wrappers from Chapter 6 will be reused without change. Chapter 7 will show you how a simple combo of very powerful tools can tame the mighty Quake II OpenGL renderer. Check it out!


  

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