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

Shadow mapping


Shadow mapping is a quicker but less accurate way of calculating shadows than shadow volumes. Thus it is more suitable for real-time applications where resources are scarce. The hard edges that this produces can be softened by modifications to the base algorithm.

The basic steps used to create a shadow map are the following:

  1. Render the scene from the light's point of view.

  2. Save the scene's depth buffer as a depth map.

  3. Draw the scene, comparing coordinates against the depth map.

  4. Elements on the light side are drawn in light, and the rest are drawn in shadow.

Most of these steps can be done dynamically in the video card itself, with the depth map stored and updated in the video card's memory. For static shadows, this algorithm can be applied offline as well.