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

Chapter 5. Skeletal Animations

In the previous chapter, which was on frame-based animation, we just covered 2D animation—essentially—giving the impression that one would not use such a technique for 3D meshes. Obviously, there is nothing keeping you from creating a series of meshes, which would form an animation when rendered in order. The obvious disadvantages of this would be the static nature of the animation and the inability to respond to environmental factors, including gravity. This is where skeletal animation offers many advantages.

Similarly, you can also use skeletal animations for 2D animations, and they offer many advantages. We somewhat touched on this in the discussion on tweening, and skeletal animation is, in some ways, a very evolved version of it. By employing skeletal animation, we can have many animations in our game without needing a significant amount of storage, and have the choice of adapting an animation to the environment and interpolating between animations.

A skeleton...