Index
A
- Alcove Games
- reference link, for tutorial on lightmap / Common AndEngine lighting effects
- ambient lighting
- about / Ambient lighting
- analog control
- about / Analog control
- AnchorCenter
- about / Project requirements
- AndEngine
- physics, integrating with / Integrating physics with AndEngine
- rotation example / AndEngine rotation example
- lighting effects / Common AndEngine lighting effects
- sound classes / AndEngine's sound classes
- multiplayer extension / AndEngine's multiplayer extension
- AndEngine application
- basics / Application basics
- AndEngine isometric projection (TMX)
- AndEnginePhysicsBox2DExtension project
- URL / Integrating Box2D
- Android-ImageMagick project
- reference link / The key frame sequence
- Android applications
- running / Running Android applications
- debugging / Debugging
- Android solution
- reference link / Positional audio
- Android Virtual Device (AVD)
- about / Running Android applications
- limitations / Running Android applications
- animating
- about / Animating
- animating, ways
- Inverse Kinematics (IK) / Inverse kinematics
- Forward Kinematics (FK) / Forward kinematics
- AnimationPack
- about / AnimationPack
- anti-aliasing (AA)
- adding / Adding anti-aliasing
- Assimp
- references / Setting up the environment
- about / Assimp
- audio resources
- managing / Managing audio resources
- Axonometric
- and oblique projection / Axonometric and oblique projection
B
- background
- about / Backgrounds
- baking
- about / Lightmaps
- basic AndEngine project
- requisites / Project requirements
- basic Android OpenGL ES
- about / Basic Android OpenGL ES
- MainActivity class / MainActivity
- ModelData class / ModelData
- Renderer class / Renderer
- Scene class / Scene
- Camera class / Camera
- ShaderProgram class / ShaderProgram
- Mesh class / Mesh
- Actor class / Actor
- Blender 3D
- URL / Baking lightmaps
- bones
- about / Bones and joints
- defining / Defining bones
- bones model
- about / Bones and joints
- Box2D
- integrating / Integrating Box2D
- Box2D physics engine
- MainActivity.java file, modifying / MainActivity.java
- Actor3D.java file, modifying / Actor3D.java
C
- Carmack's Reverse method / Shadow volumes
- cheap dynamic shadows
- about / Cheap dynamic shadows
- classes, extending
- about / Extending classes
- limitations / Limitations
- native code / Using native code
- CMake
- reference link / Setting up the environment
- Compatibility Definition Document (CDD)
- constraints
- about / Constraints
- controls
- about / Controls
- CropResolutionPolicy
- about / Handling different resolutions
- CSAA
- about / Adding anti-aliasing
D
- 2D physics
- versus 3D physics / A discussion on 2D physics
- 2D skeletal animation
- about / 2D skeletal animation
- 2D sprite
- versus 3D model / 2D and 3D compared
- 2D static lighting
- about / 2D static lighting
- 3D model
- versus 2D sprite / 2D and 3D compared
- 3D models
- using, reasons / Why 3D in a 2D game makes sense
- 3D models, adding to AndEngine
- about / Adding 3D models to AndEngine
- MainActivity class / MainActivity
- Scene3D class / Scene3D
- ShaderProgram3D class / ShaderProgram3D
- 3D physics
- versus 2D physics / A discussion on 2D physics
- 3D skeletal animation
- about / 3D skeletal animation
- 3D static lighting
- about / 3D static lighting
- DexClassLoader class
- reference link / A plugin system
- digital control
- about / Digital control
- dynamic 2D lighting
- about / Dynamic 2D lighting
- ambient lighting / Ambient lighting
- edge (rim) lighting / Edge (rim) lighting
- dynamic 3D lighting
- about / Dynamic 3D lighting
- lightmaps / Lightmaps
- shadow mapping / Shadow mapping
- shadow volumes / Shadow volumes
- dynamic lighting
- about / Making lighting dynamic
- static lighting, combining with / Combining static and dynamic lighting
- dynamic text-based menus
- about / Dynamic text-based menus
E
- edge (rim) lighting
- about / Edge (rim) lighting
- normal mapping / Normal mapping
- environment
- setting up / Setting up the environment
- environmental reverb
- example / Reverb
F
- FBX
- about / FBX
- FillResolutionPolicy
- about / Handling different resolutions
- FixedResolutionPolicy
- about / Handling different resolutions
- Forward Kinematics (FK)
- about / Forward kinematics
- fragment shader
- about / OpenGL ES shaders
- frames per second (FPS) / Full sequence
- frame types
- about / Different frame types
- full sequence
- about / Full sequence
- FXAA
- about / Adding anti-aliasing
- reference link / Adding anti-aliasing
G
- GAP
- benefits / Full sequence
- gimp-gap version
- reference link / Full sequence
- GLES2
- about / Project requirements
- glitches
- about / Server-side lag
- GNU Compiler Collection (GCC)
- about / Debugging
H
- Heads-up Display (HUD) / Object-based animations
- hierarchies
- implementing / Hierarchies
- hybrid multiplayer implementations / Hybrid
I
- Index Buffer Object (IBO) / Mesh
- INI-format-based scene files
- about / INI-format-based scene files
- Ini4j library
- reference link / INI-format-based scene files
- interpolation
- about / Key frames and interpolation
- types / Interpolation types
- Inverse Kinematics (IK)
- about / Inverse kinematics
J
- Java Native Interface (JNI) / Native plugins
- joints
- about / Bones and joints
- defining / Defining joints
- joints model
- about / Bones and joints
K
- key frame animation
- about / Different frame types
- key frame interpolation
- shape / Different frame types
- texture / Different frame types
- motion / Different frame types
- color / Different frame types
- key frames
- about / Key frames and interpolation
- key frame sequence
- about / The key frame sequence
L
- lag
- about / Latency compensation
- latency compensation
- about / Latency compensation
- server-side lag / Server-side lag
- hybrid approach / Hybrid
- libraries
- loading / Loading/unloading libraries
- unloading / Loading/unloading libraries
- library
- building / Building our library
- lighting
- about / Defining lighting
- lighting effects, AndEngine / Common AndEngine lighting effects
- lightmaps
- about / Lightmaps, Lightmaps
- baking / Baking lightmaps
- lights
- about / Lights
- limits (constraints) / Limits (constraints)
- lookup tables (LUTs) / Defining bones
M
- menu systems
- about / Menu systems
- Mixamo
- model
- importing / Importing a model
- morphing algorithm
- reference link / The key frame sequence
- morph target animation
- about / Morph target animation
- most significant byte (MSB)
- about / Text-based scene files
- motion
- about / Motion
- MSAA algorithm
- about / Adding anti-aliasing
- multiplayer extension, AndEngine
- about / AndEngine's multiplayer extension
- reference link / AndEngine's multiplayer extension
- message, sending / Sending a message
- bluetooth-based / Bluetooth-based
- multiplayer implementations
- about / Multiplayer implementations
- real-time multiplayer / Real-time multiplayer
- server-based / Server-based
- peer-to-peer / Peer-to-peer
- hybrid / Hybrid
N
- Native Development Kit (NDK)
- native plugins
- about / Native plugins
- native plugin system
- about / A native plugin system
- ndk-build tool
- reference link / Building our library
- network
- using / Using a network
- network availability
- ensuring / Ensuring a network is available
- network types
- about / Network types
- noninvasive additions
- normal mapping
- about / Normal mapping
O
- object-based animations / Object-based animations
- oblique projection
- and Axonometric / Axonometric and oblique projection
- on-screen user interface
- about / The on-screen user interface
- OpenAL
- about / OpenAL
- OpenAL Soft
- URL / OpenAL
- reference link, for demonstration of binaural 3D audio / Positional audio
- OpenGL
- about / Project requirements
- OpenGL ES shaders
- about / OpenGL ES shaders
- OpenSL ES
- about / OpenSL ES
- feature / OpenSL ES
- disadvantage / OpenSL ES
- manual usage / Manual OpenSL ES usage
- OpenSL ES 1.0.1
- reference document / Manual OpenSL ES usage
- URL, for documentation / Sound effects
- OpenSL ES on Android, in NDK documentation
- reference link / OpenSL ES
P
- Parallax
- about / Parallax
- Parallax scrolling
- with AndEngine / Parallax scrolling with AndEngine
- peer-to-peer multiplayer implementations / Peer-to-peer
- perspective
- about / Perspective
- zero-point perspective / Zero-point perspective
- physics
- integrating, with AndEngine / Integrating physics with AndEngine
- plugin system
- about / A plugin system
- native plugins / Native plugins
- native plugin system / A native plugin system
- positional audio
- about / Positional audio
R
- Rainwarrior
- URL, for downloading / Shadow volumes
- RatioResolutionPolicy
- about / Handling different resolutions
- real-time multiplayer / Real-time multiplayer
- real-time strategy (RTS)
- about / Latency compensation
- reflections
- about / Reflections
- RelativeResolutionPolicy
- about / Handling different resolutions
- render to texture
- about / Baking lightmaps
- resolution policy
- FixedResolutionPolicy / Handling different resolutions
- FillResolutionPolicy / Handling different resolutions
- RelativeResolutionPolicy / Handling different resolutions
- RatioResolutionPolicy / Handling different resolutions
- CropResolutionPolicy / Handling different resolutions
- picking / Picking a policy
- resolutions
- handling / Handling different resolutions
- display details, obtaining / Obtaining display details
- rigging
- about / Rigging
- rotation
- about / Rotation
- rotation example, AndEngine / AndEngine rotation example
S
- scene
- creating / Creating the scene
- scene-manager-based transition
- about / Scene-manager-based transition
- scene file format
- about / The scene file format
- scene managers
- about / Scene managers
- implementing / The implementation
- scene file format / The scene file format
- text-based scene files / Text-based scene files
- INI-format-based scene files / INI-format-based scene files
- TMX tile maps / TMX tile maps
- resource management / Resource management
- seconds elapsed counter
- about / The on-screen user interface
- server-based multiplayer implementations / Server-based
- server-side lag
- about / Server-side lag
- do nothing approach / Do nothing
- complete synchronization approach / Complete synchronization
- relying on client extrapolationapproach / Relying on client extrapolation
- shadow map
- creating / Shadow mapping
- shadow mapping
- about / Shadow mapping, Shadow mapping
- reference link / Shadow mapping
- shadows
- about / Shadows
- benefits / The benefits of static lighting and shadows
- shadow volume algorithm
- reference link / Shadow volumes
- shadow volumes
- about / Shadow volumes, Shadow volumes
- shape hints
- about / Different frame types
- shape transitions / Different frame types
- Shared Object Name (soname) / A native plugin system
- skeletal animations
- loading / Loading skeletal animations
- skeletal animations format
- skinning
- sound classes, AndEngine
- about / AndEngine's sound classes
- SoundPool implementation / The SoundPool implementation
- SoundManager wrapper / The SoundManager wrapper
- sound effects
- about / Sound effects
- reverb, example / Reverb
- SoundManager wrapper
- about / The SoundManager wrapper
- SoundPool class
- implementing / The SoundPool implementation
- reference link / The SoundPool implementation
- Spine
- Sprite Lamp
- URL / Edge (rim) lighting
- Spriter
- sprite sheets
- about / Sprite sheets
- full sequence / Full sequence
- AnimationPack / AnimationPack
- key frame sequence / The key frame sequence
- object-based animations / Object-based animations
- Universal Tween Engine / Universal Tween Engine
- static lighting
- benefits / The benefits of static lighting and shadows
- disadvantages / The benefits of static lighting and shadows
- combining, with dynamic lighting / Combining static and dynamic lighting
- submenus
- adding / Submenus
T
- Targa (TGA) file / Baking lightmaps
- text
- inputting / Text input
- text-based scene files
- about / Text-based scene files
- parsing / Parsing and scene construction
- scene construction / Parsing and scene construction
- texture atlas
- about / Creating the scene
- texture baking
- about / Baking lightmaps
- texture coordinates (TexCoord)
- about / 3D skeletal animation
- texture packer
- about / Creating the scene
- Texture Packer
- URL / AnimationPack
- TextWatcher interface
- reference link / Text input
- third dimension
- dealing with / Dealing with the third dimension
- tile map editor
- reference link / AndEngine isometric projection (TMX)
- timlgy/ndk-sample
- reference link / Reverb
- TMX tiled map extension
- reference link / AndEngine isometric projection (TMX)
- TMX tile maps
- about / TMX tile maps
- touch
- about / Touch
- transformations
- applying / Applying transformations
- transitions
- about / Transitions
- scene-manager-based transition / Scene-manager-based transition
U
- Universal Tween Engine (UTE)
- about / Universal Tween Engine
- URL / Universal Tween Engine
V
- Vertex Buffer Object (VBO) / Mesh
- vertex shader
- about / OpenGL ES shaders
- visual matching
- about / Visual matching
W
- WAN
- about / Network types
- WLAN
- about / Network types
Z
- zero-point perspective
- about / Zero-point perspective