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

Key frames and interpolation


For each animation that we wish to execute, we usually obtain the details from a resource file. This contains the transformation information for the skeleton's bones. We can thus apply this prior to using our vertex shader.

This information consists of a number of positions and orientations for certain bones in the skeleton, organized in animation sequences. Generally, we define just the minimum number of positions, so that we can fill in the positions in between using interpolation. The positions we define are referred to as key frames, and much as with 2D animations, they form the key points in an animation sequence, such as the beginning and the end of a particular motion of a limb. This is also referred to as pose-to-pose animation.

As for the way to define a key frame, there's really not much to it:

 typedef struct {
   uint32_t time;
   float angle[MAX_BONECOUNT];
  float length[MAX_BONECOUNT];
 } Keyframe;

What we need is a timestamp, for which we can use...