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AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / Jayme Schroeder, Brian Broyles.
- Format:
- Book
- Author/Creator:
- Schroeder, Jayme.
- Series:
- Quick Answers to Common Problems
- Language:
- English
- Subjects (All):
- Android (Electronic resource).
- Application software--Development.
- Application software.
- Open source software.
- Mobile games.
- Physical Description:
- 1 online resource (380 p.)
- Edition:
- 1st ed.
- Place of Publication:
- Birmingham : Packt Pub., 2013.
- Language Note:
- English
- System Details:
- Mode of access: World Wide Web.
- Biography/History:
- SCHROEDER JAYME: Jayme Schroeder was introduced to computers at a very young age. By 11, he had started creating modifications and level packs for his favorite game. By age 16, he had found his true passion in game development and network programming in C++ and OpenGL. In early 2011, Jayme had received an Android smartphone and immediately fell in love with the development experience. Since then, he has been researching and developing for the Android platform on a daily basis. Boyles Brian: Brian Broyles is a freelance programmer and 2D/3D graphic designer with over 12 years of experience. Before entering the mobile development industry in 2010 as the lead programmer of IFL Game Studio, he designed advanced artificial intelligence systems and graphical effects for interactive PC applications. In addition to his vast programming and design experience, he is also a commercial pilot, instrument flight instructor, and advanced instrument ground instructor.
- Summary:
- A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. ""AndEngine for Android Game Development Cookbook"" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires
- Contents:
- Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer
- Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera
- Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension
- Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game
- Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes
- Applying a sprite-based shadow
- Notes:
- Includes index.
- Includes bibliographical references and index.
- ISBN:
- 1-84951-899-8
- 1-283-97089-9
- OCLC:
- 828687972
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