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

A discussion on 2D physics


The differences between 2D and 3D physics may, at first glance, not be apparent or obvious. True, one operates in three-dimensional space and the other in two dimensions only. Yet, these aren't the only differences. This becomes quite clear when we look at the features offered by both types of physics engine.

Important to remember is that 2D physics only work on the (pictured) 2D plane, while 3D physics involve the entirety of the world space:

When we look at Box2D, we see that it works with rigid bodies only, sticking to primitives for the body shapes. This is because 2D graphics are generally done with sprites, which do not have a mesh and generally match well with basic shapes.

This is quite unlike 3D physics engines, such as Bullet, PhysX, and Havok. While all of these can work with sprites and limit themselves to a two-dimensional space by ignoring the Z-axis, you would end up using such a small subset of these engines' features that it would not be worth it...