Book Image

Learning AndEngine

By : Martin Varga
Book Image

Learning AndEngine

By: Martin Varga

Overview of this book

AndEngine is a very popular open source OpenGL (open graphics library) Android game engine, used to create mobile games quickly while maintaining the ability to fully customize them. This book will guide you through the whole development process of creating a mobile game for the Android platform using one of the most popular and easy-to-use game engines available today. Beginning with the very basics, you will learn how to install AndEngine, gather graphics, add sound and music assets, and design game rules. You will first design an example game and enhance it by adding various features over the course of the book. Each chapter adds more colors, enhances the game, and takes it to the next level. You will also learn how to work with Box2D, a popular 2D physics engine that forms an integral part of some of the most successful mobile games. By the end of the book, you will be able to create a complete, interactive, and fully featured mobile game for Android and publish it to Google Play.
Table of Contents (19 chapters)
Learning AndEngine
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 8. Advanced Physics

The gameplay of the game is almost complete, and we will take a short break from the game now. This chapter deals with a slightly more advanced topic, the advanced physics. While it is not necessary to add any of the concepts we are going to learn in this chapter to our game, they certainly can make the game's look and feel much better.

In this chapter, we will learn how to assemble bodies from multiple fixtures that will allow us to create more precise simulation, especially when it comes to collisions. We will also learn about joints, which are used to create systems of linked bodies and collision filtering. This will either help us to reduce the number of collisions, filter the unwanted collisions, and is also used to reduce the performance requirements.

We will use the current code from Chapter 7, Detecting Collisions and Reacting to Events, but we will add a lot of new things simply to illustrate the physics concepts. Therefore, most of the code will not be...