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

Scene managers


There's no "one size fits all" approach to scene managers. The simple reason is that every game is different, with a different interpretation of what a scene involves, which resources it provides, how many there are, and whether they're hardcoded into the application or loaded from an external file. Especially in the latter case, there's a major concern with respect to what the (serialized) scene format looks like.

Describing what a scene should look like can be very simple, with the easiest format being just a description in text format of what the position of each object in the scene is, and the more advanced formats defining specific parameters of each object, from specific shaders and textures to the game logic.

Most of the tutorials that you'll encounter online and elsewhere regarding scene managers will usually cover this basic type. These often involve hardcoded logic for switching between particular scenes and calling a particular function for each scene to construct...