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

The point of noninvasive additions


First of all, you might ask questions such as these: why don't we just alter the source code of AndEngine if it will suit our needs better that way? Why not just modify its OpenGL renderer to directly render 3D models instead of bolting on a secondary renderer as we did? Why not implement an OpenSL ES or OpenAL audio API straight into the AndEngine framework?

The simple answer to these basic questions is that by doing so, we lose the ability to keep up with AndEngine updates. In essence, by changing even a single line in AndEngine's source code, we would forever be doomed to backport changes from the AndEngine project into what would amount to our own private fork of the code.

By keeping our additions and changes as external extensions that expand on and make use of AndEngine APIs and classes but never alter them, we can keep using the main AndEngine source. The only thing we may have to do occasionally is update our code to reflect the changes in the AndEngine...