Mastering AndEngine Game Development

Move beyond basic games and explore the limits of AndEngine

Mastering AndEngine Game Development

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Maya Posch

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Move beyond basic games and explore the limits of AndEngine
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Book Details

ISBN 139781783981144
Paperback278 pages

Book Description

AndEngine is a popular and easy-to-use game framework, best suited for Android game development. After learning the basics of creating an Android game using AndEngine it's time you move beyond the basics to explore further. For this you need to understand the theory behind many of the technologies AndEngine uses.

This book aims to provide all the skills and tools you need to learn more about Android game development using AndEngine.

With this book you will get a quick overview of the basics of AndEngine and Android application development. From there, you will learn how to use 3D models in a 2D scene, render a visual representation of a scene's objects, and create interaction between these objects. You will explore frame-based animations and learn to use skeletal animations.

As the book progresses, you will be guided through exploring all the relevant aspects of rendering graphics with OpenGL ES, generating audio using OpenSL ES and OpenAL, making the best use of Android's network API, implementing anti-aliasing algorithms, shaders, dynamic lighting and much more. With all this, you will be ready to enhance the look and feel of your game with its user interface, sound effects and background music.

After an in-depth study of 2D and 3D worlds and multi-player implementations, you will be a master in AndEngine and Android game development.

Table of Contents

Chapter 1: Setting Up the Project
Project requirements
Application basics
Creating the scene
Running Android applications
Debugging
Our goals
Summary
Chapter 2: Replacing 2D Sprites with 3D Models
Why 3D in a 2D game makes sense
2D and 3D compared
Dealing with the third dimension
Setting up the environment
Importing a model
Basic Android OpenGL ES
Adding 3D models to AndEngine
The result
Summary
Chapter 3: Physics Engine Integration
Integrating physics with AndEngine
Integrating Box2D
A discussion on 2D physics
Summary
Chapter 4: Frame-based Animation Sequences
Different frame types
Sprite sheets
Summary
Chapter 5: Skeletal Animations
Bones and joints
Animating
Skinning
3D skeletal animation
Key frames and interpolation
2D skeletal animation
Loading skeletal animations
Morph target animation
Summary
Chapter 6: Creating 3D Effects in 2D
Perspective
Parallax
Axonometric and oblique projection
Shadows
Summary
Chapter 7: Static Lighting
Defining lighting
2D static lighting
3D static lighting
The benefits of static lighting and shadows
Lightmaps
Shadow mapping
Shadow volumes
Lights
Common AndEngine lighting effects
Summary
Chapter 8: Dynamic Lighting
Making lighting dynamic
Dynamic 2D lighting
Dynamic 3D lighting
Cheap dynamic shadows
Reflections
Combining static and dynamic lighting
Summary
Chapter 9: User Interfaces
Menu systems
Visual matching
Controls
Text input
Summary
Chapter 10: Shading, Aliasing, and Resolutions
Handling different resolutions
OpenGL ES shaders
Adding anti-aliasing
Summary
Chapter 11: Adding Sounds and Effects
AndEngine's sound classes
OpenSL ES
OpenAL
Positional audio
Sound effects
Managing audio resources
Summary
Chapter 12: Building Worlds for Our Project
Scene managers
Transitions
Backgrounds
Hierarchies
Constraints
Summary
Chapter 13: Networking and Latency
Network types
Using a network
Latency compensation
Multiplayer implementations
AndEngine's multiplayer extension
Summary
Chapter 14: Adding Custom Functionality
The point of noninvasive additions
Extending classes
A plugin system
Summary

What You Will Learn

  • Extend AndEngine to use and render 3D models
  • Integrate and use various physics engines with AndEngine
  • Advanced animations and their implementation in AndEngine
  • Lighting theory and its application for both 2D and 3D objects
  • Using skeletal animation with AndEngine
  • Use GLSL shaders with AndEngine for effects and anti-aliasing
  • Add sounds and effects to AndEngine using both basic and 3D audio libraries
  • Efficient network implementations with AndEngine for multi-players

Authors

Table of Contents

Chapter 1: Setting Up the Project
Project requirements
Application basics
Creating the scene
Running Android applications
Debugging
Our goals
Summary
Chapter 2: Replacing 2D Sprites with 3D Models
Why 3D in a 2D game makes sense
2D and 3D compared
Dealing with the third dimension
Setting up the environment
Importing a model
Basic Android OpenGL ES
Adding 3D models to AndEngine
The result
Summary
Chapter 3: Physics Engine Integration
Integrating physics with AndEngine
Integrating Box2D
A discussion on 2D physics
Summary
Chapter 4: Frame-based Animation Sequences
Different frame types
Sprite sheets
Summary
Chapter 5: Skeletal Animations
Bones and joints
Animating
Skinning
3D skeletal animation
Key frames and interpolation
2D skeletal animation
Loading skeletal animations
Morph target animation
Summary
Chapter 6: Creating 3D Effects in 2D
Perspective
Parallax
Axonometric and oblique projection
Shadows
Summary
Chapter 7: Static Lighting
Defining lighting
2D static lighting
3D static lighting
The benefits of static lighting and shadows
Lightmaps
Shadow mapping
Shadow volumes
Lights
Common AndEngine lighting effects
Summary
Chapter 8: Dynamic Lighting
Making lighting dynamic
Dynamic 2D lighting
Dynamic 3D lighting
Cheap dynamic shadows
Reflections
Combining static and dynamic lighting
Summary
Chapter 9: User Interfaces
Menu systems
Visual matching
Controls
Text input
Summary
Chapter 10: Shading, Aliasing, and Resolutions
Handling different resolutions
OpenGL ES shaders
Adding anti-aliasing
Summary
Chapter 11: Adding Sounds and Effects
AndEngine's sound classes
OpenSL ES
OpenAL
Positional audio
Sound effects
Managing audio resources
Summary
Chapter 12: Building Worlds for Our Project
Scene managers
Transitions
Backgrounds
Hierarchies
Constraints
Summary
Chapter 13: Networking and Latency
Network types
Using a network
Latency compensation
Multiplayer implementations
AndEngine's multiplayer extension
Summary
Chapter 14: Adding Custom Functionality
The point of noninvasive additions
Extending classes
A plugin system
Summary

Book Details

ISBN 139781783981144
Paperback278 pages
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