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Mastering AndEngine Game Development

You're reading from   Mastering AndEngine Game Development Move beyond basic games and explore the limits of AndEngine

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781783981144
Length 278 pages
Edition 1st Edition
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Author (1):
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Maya Posch Maya Posch
Author Profile Icon Maya Posch
Maya Posch
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Table of Contents (16) Chapters Close

Preface 1. Setting Up the Project FREE CHAPTER 2. Replacing 2D Sprites with 3D Models 3. Physics Engine Integration 4. Frame-based Animation Sequences 5. Skeletal Animations 6. Creating 3D Effects in 2D 7. Static Lighting 8. Dynamic Lighting 9. User Interfaces 10. Shading, Aliasing, and Resolutions 11. Adding Sounds and Effects 12. Building Worlds for Our Project 13. Networking and Latency 14. Adding Custom Functionality Index

Chapter 14. Adding Custom Functionality

In the preceding chapters, we used many ways to extending the existing functionality of AndEngine's framework. The goal of this chapter is to summarize and explain these techniques to allow you to pick up from where we left off so that you can develop your own extensions.

All of these techniques are meant to be noninvasive, which is to say that they do not modify or, in any way, alter AndEngine's code. Like the rather severe features we added in Chapter 2, Replacing 2D Sprites with 3D Models—which we accomplished without changing a single line of AndEngine code—we can even transform AndEngine to fit our whims without having to dive head-first into modifying its code.

In this chapter, we will cover these topics:

  • Extending Java and native C/C++ code
  • Adding a plugin system in Java and native code
  • Handling native libraries
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