Book Image

Mastering AndEngine Game Development

By : Maya Posch
Book Image

Mastering AndEngine Game Development

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 (21 chapters)
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Hierarchies


For more complex scenes, you will likely want to implement hierarchies. This means that every object in the scene is connected to a parent object until the scene's root is reached. An example of this can be a torch object, whereby the flame and the torch can be separate objects, but the flame belongs to the torch, as does the torch belong to the torch holder, as does the wall forming the parent to it, and so on.

The advantage of adding such a hierarchy is that it adds order, allowing us to address certain objects in a scene by merely following the logical tree. This helps with resource management as well.

Usually, such a hierarchy is implemented as a scene graph; where each element in a scene is connected to at least one other element, terminating at a single root element—the scene itself—as shown in this diagram: