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Mastering AndEngine Game Development

Mastering AndEngine Game Development

By : Maya Posch
4.8 (4)
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Mastering AndEngine Game Development

Mastering AndEngine Game Development

4.8 (4)
By: Maya Posch

Overview of this book

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 (16 chapters)
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15
Index

Constraints


Constraints are another important part—and often an essential part—of a functional world. Imagine, for example, a gun turret that should be allowed to rotate within only a certain angle while always looking at the player. A lookAt constraint would take care of the latter, while putting a constraint on the number of degrees up to which the turret can rotate would take care of the former.

Exactly how these constraints are implemented depends on the type of scene file you use. With a TMX tile map, it will likely be a tile property. With AndEngine's XML files based on LevelLoader, you can define custom parameters to limit things such as rotation, or have a lookAt parameter to always point towards another object, like a sprite.

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Mastering AndEngine Game Development
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