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 6. Creating 3D Effects in 2D

Even though virtually all games until the 1990s were two-dimensional games, they weren't all limited to a single plane of depth. Many added effects such as a moving, three-dimensional-looking background and multiple planes of depth. A good example of this is the well-known 1991 (1992 for USA) Super Nintendo Entertainment System (SNES) game The Legend of Zelda: A Link to the Past. This game features a top-down view, and both inside and outside dungeons, there are many levels of depth that change which objects can interact with each other.

The important thing about making something appear 3D when it's on a flat surface is scaling. The term for this is perspective projection, which basically means that more distant objects appear smaller. While this may seem blindingly obvious, the exact ratio for it is important to get a natural look.

In this chapter, we will cover these topics:

  • Implementing perspective to achieve rotation and other effects

  • Adding isometric...