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

Animating


When you think of animating a skeleton, or the body containing it for that matter, it should be obvious that the movement is generated at the beginning of the relevant limb or body part and is then propagated from there. If a leg is moved in a walking motion, for example, the movement starts in the thighs and hips, as the muscles there work to lift up the leg. The lower leg and foot muscles then coordinate to keep themselves oriented properly so that they can be placed on the ground again.

There are two ways of animating this, each with its own set of advantages and disadvantages.

Inverse kinematics

The first method is to specify the end condition of the foot being moved from position A to position B, and then calculate from there how you can accomplish this movement using the available joints in the skeleton. This is referred to as Inverse Kinematics (IK for short). While it's easy to specify what has to happen, a lot of the magic then has to be solved by algorithms, which can take...