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

3D skeletal animation


After following the usual steps of rigging the skeleton and skinning it, we are ready to animate our model. By far, the easiest and most efficient way of doing this is by using a vertex shader. Since we are working on the vertex level, it makes sense to perform all the transformations right there, using the specialized graphics processor.

In order to do this, we need to upload a number of resources to the graphics processor (GPU). These are the bones of the model and the information from our skinning efforts, meaning the contents of the Vertex struct shown earlier. With these, set we can use the following information:

attribute vec4 Vertex;
attribute vec3 Normal;
attribute vec2 TexCoord;
attribute vec2 Index;
attribute vec2 Weight;
uniform mat4 ModelviewMatrix;
uniform mat4 ProjectionModelviewMatrix;
uniform mat4 Bone[10];
//-----------------------
varying vec2 TexCoord0;
varying vec3 EyeNormal;
//-----------------------
void main() {
    vec4 newVertex;
   vec4 newNormal...