Summary

We looked at Android NDK briefly in this chapter and cleared a few doubts on native development. There are many developers who think that developing games in a native language gives enormous processing power. This is, however, not always true. Processing and performance depend on the development style and standard. In most common scenarios, the difference between native development and SDK development is negligible.

OpenGL works with Android in any scenario. The backend rendering is based on OpenGL for both NDK and SDK. We have already discussed all the technical aspects of OpenGL. Here, you learned which version of OpenGL works with Android and what we should use. Clearly, OpenGL ES 2.0 is a good choice as most Android devices support it. On the other hand, OpenGL ES 1.0 is obsolete, and OpenGL ES 3.0 is not supported by most Android devices yet.

Until now, we have covered almost every aspect of Android game development. However, finishing the implementation for the game does not define the completion of the development cycle. Developers need to polish the game after it comes to a release-ready state to improve its overall quality. We will discuss game polishing in the next chapter to indicate the completion of the game development process.

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