Ebook Mastering AndEngine Game Development, by Maya Posch
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Mastering AndEngine Game Development, by Maya Posch
Ebook Mastering AndEngine Game Development, by Maya Posch
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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
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
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 approachThis 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.
- Sales Rank: #5601819 in Books
- Published on: 2015-10-01
- Released on: 2015-09-28
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .63" w x 7.50" l, 1.06 pounds
- Binding: Paperback
- 256 pages
About the Author
Maya Posch
Maya Posch is a largely self-taught developer with a profound interest in anything related to technology and science. Having discovered programming at a young age, she proceeded to learn a variety of languages, including C++, PHP, Java, Ada, and VHDL. She has worked on mobile, desktop, and embedded applications and games. Together with a good friend, she started a software and game development company called Nyanko (http://www.nyanko.ws/) in 2006. Maya currently lives in Germany, where she works on games and other projects, and maintains a number of technology- and science-related blogs.
Most helpful customer reviews
2 of 2 people found the following review helpful.
I have to say that AndEngine is one of the best Android game engines
By Sergio
I'm one of the technical reviewers of this book. I have to say that AndEngine is one of the best Android game engines, and it's open source!. But there is no official documentation about it, so this book is the "missing manual" you need to learn how AndEngine works, and create successful Android games. This book covers from the most basic features, like setting up your project, to the more advanced like using native code. This book not only covers all AndEngine features, but adds more features, like using 3D models in AndEngine. So if you develop (or you will) games for Android, this book is for you.
0 of 0 people found the following review helpful.
For the Serious Game Creators out there!
By Bill Jones
This book isn't for the absolute beginner, but with some prior reading you'll be able to easily digest this book. I gave the book 5 stars because it covered all the basics that I expect in a Game Programming Book, and having read quite a few of these tech heavy manuals (as well as following along) they should all cover math, theory, game mechanics, design, a solid game loop, and the use of shaders.
The book covered skeletal animation with AndEngine which was really great and an added bonus for making your game go from indie to studio quality. The networking implementation was solid, and I always design my network communications prior to writing code so I can get all the logging features sorted out using UML diagrams.
I highly recommend this title to anyone who is serious about creating games using AndEngine for Android Game Development, but most important a lot of the features are parallel towards PC/iOS game programming which makes this book more viable as a tool. While you'll have to utilize what you've learned here about design and organization to transfer to a different platform, it's highly possible because this book was so well covered.
0 of 0 people found the following review helpful.
Master AndEngine Today
By Winston
I agree with the previous reviewer. AndEngine is a great game engine to develop games with. It is important to note that this book is not for the C/Java newbie and anyone who does not know there way around the Android SDK. I particularly enjoyed the chapter on OpenGL and OpenGL ES.
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