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

Dynamic 3D lighting


Dynamic lighting with 3D objects is somewhat different from 2D. As we actually have depth and details to work with, we can apply some of the techniques that we use to generate static lighting and shadows in a real-time fashion. We will be exploring these in more detail in the upcoming sections.

Lightmaps

Dynamic generation of lightmaps implies that you do the rendering as performed by 3DS Max and other tools in-engine instead. This is something that you would only want to use on high-end devices, as it means that you'd be doing ray-tracing and similar techniques in real time. By limiting the scope of the rendering algorithm you use (for example, limiting the number of times the ray can bounce off a surface, plus limiting the number of rays and interpolating), you can optimize the algorithm to fit the hardware's capabilities.

You can start off with the general diffuse map, applying a normal map as needed (in the case of flat sprites or for baked features, for example). You...