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

Perspective


Essential in a perspective projection is the concept of vanishing points. As anyone who has ever had to draw a perspective drawing in school knows, these are the imaginary lines that one draws from the subject to the horizon, which is the point where everything vanishes, meaning that they become too small to be visible any more.

This is summarized in a simple diagram here:

The distant line is the horizon. The imaginary lines moving away from the cube in the foreground indicate the scaling, with the vanishing points determined by the shape of the object. It should be fairly obvious that different object shapes will have different numbers and locations of vanishing points.

Zero-point perspective

When drawing or working with perspective projections, you will, at some point, encounter the arch nemesis of vanishing points—natural scenes. While scenes with human-made structures and the like tend to be very regular and have very obvious parallel lines and vanishing points, this is far less...