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

Skinning


During the skinning process, vertices in the model's mesh (refer to Chapter 2, Replacing 2D Sprites with 3D Models, for details on mesh models) are associated with one or more bones. The skin near a joint, for example, would generally be affected by a movement of either bone attached to the joint. To calculate the exact effect that the bone's movement will have on the vertices, a so-called vertex weight or blend weight is assigned. In the softer parts of the body, the movement of a bone will compress the tissues underneath the skin more before it affects the skin, while in areas where little soft tissue cushions the bone, the effect is far more direct. The weight assigned to a vertex-bone connection thus quantifies this.

We will, of course, have to define this connection formally as well, using something like the following code:

struct Vertex {
     float x, y, z;
  float nx, ny, nz;
       float s0, t0;
       float index0, index1;
       float weight0, weight1;
};

This particular...