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

Multiplayer implementations


We discussed a number of possible multiplayer implementations in the preceding text. Here, we will see how to implement some of the more advanced types.

Real-time multiplayer

For real-time networking, we need to take into account a lot more. Building upon the basic code that we looked at earlier, first of all, we need to put together a communication protocol that is as immune to transmission issues as possible. Then, we back it up with algorithms that use dead reckoning or similar techniques to compensate for any transmission errors and data packets going missing.

Server-based

For a real-time communication protocol aimed at a fast-paced multiplayer game, we will want to use a UDP-based connection, most of all. This means that we won't be wasting time with any transmission issues, instead using interpolation and other methods to compensate for missing information and fill in the gaps.

The most basic layout for a system like this involves using a central server that...