This chapter builds upon the previous one to deliver the next great PC engine: Quake II. What makes this chapter unique is that, thanks to the wonderful reusability of Java and the power of the C language, we will be able to do the following:
Reuse the thin Java wrappers to the Quake engine from Chapter 6 with no changes whatsoever.
Keep 99 percent of the native engine intact with the help of NanoGL.
Make tiny changes to the C code in the remaining 1 percent of the native engine in order to make it Android-friendly.