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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

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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