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Mastering AndEngine Game Development电子书

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作       者:Maya Posch

出  版  社:Packt Publishing

出版时间:2015-09-28

字       数:138.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Move beyond basic games and explore the limits of AndEngine About This Book Extend the basic AndEngine features without modifying any of AndEngine's code Understand advanced technologies and gain the skills to create the ultimate games in AndEngine Theory supported with practical examples to stimulate your imagination and creativity Who This Book Is For This book is aimed at developers who have gone through all the basic AndEngine tutorials and books, and are looking for something more. It's also very suitable for developers with knowledge of other game engines who are looking to develop with AndEngine. Knowledge of Java, C++ and Android development are a prerequisite for getting the most out of this book. What You Will Learn Extend AndEngine to use and render 3D models Integrate and use various physics engines with AndEngine Advanced animations and their implementation in AndEngine Lighting theory and its application for both 2D and 3D objects Using skeletal animation with AndEngine Use GLSL shaders with AndEngine for effects and anti-aliasing Add sounds and effects to AndEngine using both basic and 3D audio libraries Efficient network implementations with AndEngine for multi-players In Detail 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. Style and approach This book takes an in-depth tour of the many aspects of Android game development with the use of AndEngine. Each topic is covered extensively to act both as a practical guide as well as a reference.
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Mastering AndEngine Game Development

Table of Contents

Mastering AndEngine Game Development

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Setting Up the Project

Project requirements

Application basics

Creating the scene

Running Android applications

Debugging

Our goals

Summary

2. Replacing 2D Sprites with 3D Models

Why 3D in a 2D game makes sense

2D and 3D compared

Dealing with the third dimension

Setting up the environment

Importing a model

Building our library

Basic Android OpenGL ES

MainActivity

ModelData

Renderer

Scene

Camera

ShaderProgram

Mesh

Actor

Adding 3D models to AndEngine

MainActivity

Scene3D

ShaderProgram3D

The result

Summary

3. Physics Engine Integration

Integrating physics with AndEngine

Integrating Box2D

MainActivity.java

Actor3D.java

A discussion on 2D physics

Summary

4. Frame-based Animation Sequences

Different frame types

Sprite sheets

Full sequence

AnimationPack

The key frame sequence

Object-based animations

Universal Tween Engine

Summary

5. Skeletal Animations

Bones and joints

Defining bones

Defining joints

Animating

Inverse kinematics

Forward kinematics

Limits (constraints)

Rigging

Skinning

3D skeletal animation

Key frames and interpolation

Applying transformations

Interpolation types

2D skeletal animation

Loading skeletal animations

FBX

Assimp

Spine

Spriter

Morph target animation

Summary

6. Creating 3D Effects in 2D

Perspective

Zero-point perspective

Rotation

AndEngine rotation example

Parallax

Parallax scrolling with AndEngine

Axonometric and oblique projection

AndEngine isometric projection (TMX)

Shadows

Summary

7. Static Lighting

Defining lighting

2D static lighting

3D static lighting

The benefits of static lighting and shadows

Lightmaps

Baking lightmaps

Shadow mapping

Shadow volumes

Lights

Common AndEngine lighting effects

Summary

8. Dynamic Lighting

Making lighting dynamic

Dynamic 2D lighting

Ambient lighting

Edge (rim) lighting

Normal mapping

Dynamic 3D lighting

Lightmaps

Shadow mapping

Shadow volumes

Cheap dynamic shadows

Reflections

Combining static and dynamic lighting

Summary

9. User Interfaces

Menu systems

Submenus

Dynamic text-based menus

The on-screen user interface

Visual matching

Controls

Motion

Touch

Digital control

Analog control

Text input

Summary

10. Shading, Aliasing, and Resolutions

Handling different resolutions

Picking a policy

Obtaining display details

OpenGL ES shaders

Adding anti-aliasing

Summary

11. Adding Sounds and Effects

AndEngine's sound classes

The SoundPool implementation

The SoundManager wrapper

OpenSL ES

Manual OpenSL ES usage

OpenAL

Positional audio

Sound effects

Reverb

Managing audio resources

Summary

12. Building Worlds for Our Project

Scene managers

The implementation

The scene file format

Text-based scene files

Parsing and scene construction

INI-format-based scene files

TMX tile maps

Resource management

Transitions

Scene-manager-based transition

Backgrounds

Hierarchies

Constraints

Summary

13. Networking and Latency

Network types

Using a network

Ensuring a network is available

Latency compensation

Server-side lag

Do nothing

Complete synchronization

Relying on client extrapolation

Hybrid

Multiplayer implementations

Real-time multiplayer

Server-based

Peer-to-peer

Hybrid

AndEngine's multiplayer extension

Sending a message

Bluetooth-based

Summary

14. Adding Custom Functionality

The point of noninvasive additions

Extending classes

Limitations

Using native code

A plugin system

Native plugins

A native plugin system

Loading/unloading libraries

Summary

Index

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