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

Summary


In this chapter, you learned exactly what static lighting entails and how to use it in your games. We looked at what options we have to apply static lighting to both two-dimensional and three-dimensional objects, both using lighting and shadows drawn on textures and using lightmaps.

We saw how we can create our own lightmaps using the Render to Texture option in 3DS Max after setting up the lighting in a scene, allowing us to bake lighting effects into a lightmap. We also learned about the ways to generate shadows and their properties.

At this point, we can set up a scene using either 2D or 3D objects with static lighting and shadows applied.

In the next chapter, we will see how to move from static to dynamic lighting, and the many changes this involves in the things you learned in this chapter.