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

Latency compensation


Compensating for network latency is an imprecise science at best. Commonly referred to as lag, latency translates to slowdowns and interruptions in on-screen actions, as events from other players don't arrive on time anymore. Some data packets arrive so late that it doesn't make sense to use them anymore, as something that happened two seconds ago has no real bearing on what is happening in the game. Other data packets never arrive, leaving gaps in the received data.

The algorithms developed to deal with this problem are all forms of interpolation and predictions. Essentially, they use historical data to predict the future state and then adjust the current state when new data comes in from the server or peers. Which algorithm is the correct one depends largely on the type of game we are implementing. For a real-time strategy (RTS) game, for example, the tolerance for lag is far higher than for a first-person shooter game.

On the client side, whether you would use interpolation...