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

Adding 3D models to AndEngine


One of the things to note about AndEngine is that it is, in the first place, a 2D game engine. Although meshes got added quite recently, they are basically meant to be used like polygon models, meaning 2D-only. This makes our life somewhat hard when we try to add functionality similar to what was covered in the preceding Android OpenGL application.

Fortunately, we do not have to use all the existing features in AndEngine. We can implement much of our functionality in parallel, interacting with the AndEngine code only where necessary or desirable.

Our starting point is, of course, the same as with any general AndEngine-based application—using a BaseGameActivity as the foundation. From here, we have to implement our own shape-derived class as well as our own VertexBufferObject and ShaderProgram-based implementation.

We create the following files in our project:

  • MainActivity.java

  • ModelData.java

  • Scene3D.java

  • Camera3D.java

  • Actor3D.java

  • Mesh3D.java

  • ShaderProgram3D.java

We also...