Samples  |  Android Developers

The samples for the Android Game Development Extension demonstrate how to use key features
of the extension. This topic describes the samples and the
settings needed to run them.

The following samples are available on the
downloads page:

  • HelloJNI: an introductory project.
  • Endless-Tunnel: an Android only project.
  • Teapot: a cross-platform project for Windows and Android.
  • AssemblyCode-Link-Objects: a template project that has assembly source code.

Before you start

  • Install the Android Game Development Extension and the samples. See the
    quickstart for details. The topic also describes how to build
    and run a sample and uses the Android version of the Teapot sample
    as an example.

  • The project configuration guide describes how to
    configure settings for a project that uses the extension, such as
    adding an Android platform and APK.


The HelloJNI sample is a simple project that displays a “Hello From JNI” message
in an app window. The project use a different set of source code for Windows and

  • Android source code and gradle build scripts directory:
  • Windows source code and Visual Studio project directory: HelloJNI

When you build the project, Visual Studio passes the following
settings to the app-level build.gradle file. You can change these settings by
modifying your Gradle build scripts.


To set up and run the sample:

  1. In Visual Studio, open and build the HelloJNI sample.
  2. Add an Android arm64-v8a platform. For more
    information, see
    Adding an Android Platform.
  3. Add an Android APK item
    to the new platform.
  4. Compile the project.
  5. Add the following Android platforms and then add an Android APK item
    to each of them: Android-armeabi-v7a,
    Android-x86, and Android-x86_64.
  6. Build and run the sample.


The Endless-Tunnel sample is an Android game where the player collects white
cubes while trying to reach the end of a tunnel. It was ported from an OpenGL
sample in the
Android NDK repo on Github.
The sample does not provide a Windows version of the game.

The sample already has its settings and Android plaforms configured, so you can
build and run the project in Visual Studio without any modifications. When you
open the solution, Solution Explorer displays these modules:

  • endless-tunnel: the application module that displays the game logic.
  • glm: a snapshot of the OpenGL Math repo
    that is built as a static library.
  • native_app_glue: an NDK wrapper that communicates with the


The Teapot sample displays a classic teapot that is rendered with OpenGL ES and
ported to the Android Game Development Extension to demonstrate the following features:

  • Cross platform project development: you can build the Teapot sample for
    Windows and Android.
  • Custom Android packaging usage: the Gradle build scripts were moved to the
    sample’s root directory, where the Teapot.sln file is located.

The implementation of the Teapot sample is split into multiple parts, which is
typical for large cross platform applications and games:

  • GameApplication module: defines user actions and application states, such as
    a user rotating the teapot or updating application statistics.
  • GameEngine module: implements the core rendering module.

To set up the sample and run it on Android, see the quickstart. To
set up the sample and run it on Windows:

  1. Install GLEW:
    1. Download and unzip GLEW.
    2. Copy the binary files from
      $your-glew-directorybinReleasex64 to
  2. Install freeglut:
    1. Download and unzip freeglut.
    2. Copy $your-freeglut-directorybinx86freeglut.dll to %SystemRoot%system32.
  3. Add the freeglut project dependencies:
    1. Open Teapot.sln in Visual Studio.
    2. In the menu, click Debug > x64 > Local Windows Debugger.
    3. In Solution Explorer, right click
      GameApplication and choose
      Properties > C/C++ > General > Additional Include Directories.
    4. Add $your-freeglut-dirinclude to the path.
    5. Click Ok.
    6. Choose Linker > General > Additional Library Directories.
    7. Add $your-freeglut-dirlibx64 to the path.
      Screenshot of the Additional Library Directories dialog.
    8. Click Ok.
    9. Choose Linker > General > Additional Library Directories.
    10. Add freeglut.lib to the path.
    11. Click Ok.
  4. Add the GLEW project dependencies:
    1. In the Solution Explorer pane, right click
      GameApplication and choose
      Properties > C/C++ > General > Additional Include Directories.
    2. Add $your-glew-dirinclude to the path.
    3. Click Ok.
    4. Choose Linker > General > Additional Library Directories.
    5. Add $your-glew-dirlibReleasex86 to the path.
    6. Click Ok.
    7. Choose Linker > General > Additional Library Directories.
    8. Add glew32.lib to the path.
    9. Click Ok.
  5. Run the sample on Windows:
    1. On the Visual Studio toolbar, click the Local Windows Debugger run button.
    2. The sample should look as follows:
      Screenshot of the Teapot sample running on Windows.

This is a template project that demonstrates how to generate an Android native
library from assembly and C/C++ source code. These are the main components:

  • AssemblyCode-Link-Objects: the main Android native library built from C++
    and assembly source code.
  • StaticLib: a helper static library that exports the
    from_static_lib_assembly_code_as function.

The project supports multiple architectures. Each supported architecture has its
own source files that implement functions that are exported from StaticLib.
You should only include the assembly source files for the platforms you are
building. This project includes assembly files in builds by using
custom build tools.

To set up and build the sample:

  1. In Visual Studio, verify that custom build tools are configured for
    the assembly files:

    1. In Solution Explorer, right click the
      assembly file and click Properties. This opens the
      Properties Pages dialog for the file.
    2. Select the configuration and platform, such as
      All configurations for
    3. Ensure that General > Exclude from Build is set
      to No.
    4. Ensure that General > Item Type is set
      to Custom Build Tool.
    5. Click Apply if there are changes to apply.
    6. Ensure that
      Configuration Properties > Custom Build Tools > Command Line:
      is set to
      $(AsToolExe) -o "$(IntDir)%(FileName).o" %(FullPath).
      The NDK includes a separate assembler for each CPU architecture and
      $(AsToolExe) maps to the correct assembler. This sample
      uses the NDK toolchain to build both x86 and x86_64 Android
      projects. If you want to use yasm for the x86_64 Android platform,
      use $(YasmToolExe) instead.
    7. Ensure that
      Configuration Properties > Custom Build Tools > Outputs:
      is set to
      $(IntDir)%(FileName).o. This string must be included
      in the Command Line setting.
    8. Ensure that
      Configuration Properties > Custom Build Tools > Link Objects:
      is set to

    For example, the Android-arm64-v8a settings should
    look similar to the following screenshot:

    Screenshot of the Property Page for Custom Build Tools.

  2. Build the project. This builds the file:

    1. Open the AssemblyCode-Link-Objects.sln file.
    2. In the menu, click Build > Build Solution.
  3. To confirm the functions are exported correctly to the Android
    library, use the nm.exe NDK tool:

    1. In the command line, go to the sample directory.
    2. Go to the Android library location that was generated by your
      build. The default location is similar to
      and $sample_dirDebugAndroid-arm64-v8aarm64-v8a for
      the arm64-v8a platform.
    3. Verify that the exported symbol section contains the functions by
      running the following command:

        …ndktoolschainsllvmprebuiltwindows-x86_64aarch64-linux-androidbinnm.exe --defined-only …

      In the output, you should see a list of symbols that include the

         T from_shared_object_assembly_code_as
         T from_static_lib_assembly_code_as