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Andengine for Android Game Development Cookbook [Paperback]

Jayme Schroeder , Brian Jamison Broyles
2.3 out of 5 stars  See all reviews (3 customer reviews)
Price: 27.99 & FREE Delivery in the UK. Details
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Book Description

14 Jan 2013

Over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2

Overview

  • Step by step detailed instructions and information on a number of AndEngine functions, including illustrations and diagrams for added support and results.
  • Learn all about the various aspects of AndEngine with prime and practical examples, useful for bringing your ideas to life.
  • Improve the performance of past and future game projects with a collection of useful optimization tips.
  • Structure your applications in a manner that provides a smooth flow from splash screen to level selection, to game play.

In Detail

AndEngine is a broad 2D game engine which allows game developers, both experienced and inexperienced, to develop games for the Android platform with ease. Don't be fooled by the simplicity, though. As easy as it is to "pick up and go," AndEngine includes enough functionality to bring any type of 2D game world to life.

The "AndEngine for Android Game Development Cookbook" contains all of the necessary information and examples in order to build the games as you imagine them. The book's recipes will walk you through the various aspects of game design with AndEngine and provides detailed instructions on how to achieve some of the most desirable effects for your games.

The "AndEngine for Android Game Development Cookbook" begins with detailed information on some of the more useful structuring techniques in game design and general aspects of resource management. Continuing on, the book will begin to discuss AndEngine entities, including sprites, text, meshes, and more. Everything from positioning, to modifiers, and even tips on improving entity functionality with raw OpenGL capabilities. From here on, everything from applying physics to your game, working with multi-touch events and gestures, game optimization, and even an overview of the various AndEngine extensions will be covered.

The book has a widerange of recipes, from saving and loading game data, applying parallax backgrounds to create a seemingly 3D world, relying on touch events to zoom the game camera, taking screen-shots of the device's screen, and performance optimization using object pools. If physics-based games are more interesting to you, there's also a list of recipes ranging from controlling the world forces and calculating forces applied to bodies, creating destructible objects, and even creating rag-dolls.

Pong styled games were fun 35 years ago, but it is time to take your game to the next level with the AndEngine for Android Game Development Cookbook.

What you will learn from this book

  • Create your ultimate Android games with ease using recipes that take advantage of AndEngine's powerful framework and extensions.
  • Make your games playable across a vast range of devices by implementing multi-touch, performance-optimizations, and accurate, screen-resolution scaling.
  • Construct a customizable, front-end framework that simplifies menu and level creation.
  • Use the Box2D extension to generate realistic, physics-based gameplay and simulations.
  • Take advantage of source code for a full-featured game built with AndEngine.
  • Make the most of vector-based graphics with AndEngine's SVG extension.
  • Build animated, responsive Live-Wallpapers for Android's home screen using the AndEngine's Live-Wallpaper extension.
  • Control every aspect of interaction that players have with your games by managing the Android application lifecycles.

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Product details

  • Paperback: 380 pages
  • Publisher: Packt Publishing (14 Jan 2013)
  • Language: English
  • ISBN-10: 184951898X
  • ISBN-13: 978-1849518987
  • Product Dimensions: 2 x 18.8 x 23.1 cm
  • Average Customer Review: 2.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 668,970 in Books (See Top 100 in Books)

More About the Author

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Product Description

About the Author

Jayme Schroeder

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.



Brian Broyles

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.


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

2.3 out of 5 stars
2.3 out of 5 stars
Most Helpful Customer Reviews
1 of 1 people found the following review helpful
1.0 out of 5 stars Not a great book 27 Feb 2013
By matthew
Format:Paperback|Verified Purchase
I bought this book as it was the only one available for AndEngine and ive been having such a hard time with it. The code examples seem incomplete and even the ones which are clearly meant to be examples you should use are put across in a way which makes it unclear where in the class file you should use the code, which ultimately leads to frustration.

Maybe for someone who knows AndEngine this may be a decent reference book, but for a newcomer I would suggest you steer clear as its frustrated me more than helped me.

Go on Youtube and follow some tutorials and wait for a more comprehensive and mature book to become available.

I feel bad saying it as im sure a lot of work went into this book, but unfortunately its just not good enough to use as a learning material. Maybe if it makes it to a second edition it will improve but for now i am probably going to just try and sell it.
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2.0 out of 5 stars Badly written, missed opportunity 7 Oct 2013
By drummo
Format:Kindle Edition|Verified Purchase
Code samples have been put together on the fly without being tested, this is a cookbook not a development guide, it would be helpful if the recipes tied in together more, and this was explained. Any decent book will explain how to get a library or framework downloaded and integrated into your work environment. This book references this process, but doesn't actually explain that you have to download the sample code, and look at the readme PDF to see this. All in all a botch job put together in a rush, which is a shame really because the concepts are good and book had potential. I don't like writing bad reviews, but in this case I have to, to prevent others wasting their money.
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4.0 out of 5 stars non-trivial game coding 23 Feb 2013
Format:Paperback
One nice aspect of this AndEngine book is how it emphasises a rapid game production made possible by the engine's features. However it definitely is not meant for the newly fledged programmer. The text dives right into how you can set up the source code for a typical game. You already need to be familiar with the concept of callbacks. The authors do not waste your time in explaining at such low levels.

The first chapter furnishes a good overview of the many portions of a game and what these entail. You also need to pay attention to the asynchronous nature of AndEngine. It has several threads running simultaneously and the interactions between these can sometimes be intricate to debug.

Another important part of AndEngine is the means to customise many aspects. Each game strives to be unique, after all. So think of AndEngine as the internal framework, invisible to the player.

You should also be aware of various common design patterns before opening this book. It discusses some, like object factories and singletons. I suppose the concepts of the patterns in the book are straightforward enough, but prior exposure will make reading smoother.

For audio, the book explains how AndEngine usefully distinguishes between what it terms Sound classes and Music classes. The former are for short duration sounds, while the latter are for longer stretches of background or theme music. Programmers who know java and who have used java's sound classes will find much common ground here.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.4 out of 5 stars  25 reviews
5 of 5 people found the following review helpful
4.0 out of 5 stars AndEngine is Awesome! 24 Mar 2013
By Red - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
And so is this book as long as you have a little more experience with AndEngine than they say you need. The recipes are great but I had to rely on previous tutorials from other sources I found online to get through some of it, and I consider myself an intermediate Android developer. You cannot use this book alone as a beginner but otherwise it's very well done.
3 of 3 people found the following review helpful
5.0 out of 5 stars Excellent book to get a huge boost on AndEngine. 6 Mar 2013
By sephyroth69 - Published on Amazon.com
Format:Paperback
A few weeks ago, I got my hands on a copy of this book and as I have already been working on my first AndEngine game for a few months I hoped to get good pointers from this book.

Note that the book is dedicated only to the branch Anchor Center GLES 2 of AndEngine. For those still in GLES 1, this could be a good starting point to migrate.

The nice point of this book is that each recipe comes with bundles of code with explanations on how to do this or that. One small drawback is that the authors focus quickly on real game development and thus I would recommend first to get your hands dirty with some AndEngine tutorials for a few hours before hoping to get the best from this book. It is not a beginner book, even if you can grasp almost everything without knowing much about AndEngine.

For those who might have dwelled a bit in the realms of AndEngine, the name of Jayme (the main author) should be familiar as he is quite active on the forums and community.
The book is full of small tips about performances, how tos and good pratices, and it is really the first time I found myself taking notes while reading a book. Mainly due to the fact that there was so much good stuff to memorize.
As you probably got it, I loved this book and I do recommend it to anyone who is hoping to get a firm understanding of AndEngine while developping a properly organized application. It's quite difficult to put every cool thing of this book in this comment, so I invite you to read my full review on this blog post (in french sorry) : [...]

Ah! And If you still have some doubts about the usefullness of this book, you should go download the first chapter on Packtpub website for FREE!
3 of 3 people found the following review helpful
4.0 out of 5 stars non-trivial game coding 23 Feb 2013
By W Boudville - Published on Amazon.com
Format:Paperback
One nice aspect of this AndEngine book is how it emphasises a rapid game production made possible by the engine's features. However it definitely is not meant for the newly fledged programmer. The text dives right into how you can set up the source code for a typical game. You already need to be familiar with the concept of callbacks. The authors do not waste your time in explaining at such low levels.

The first chapter furnishes a good overview of the many portions of a game and what these entail. You also need to pay attention to the asynchronous nature of AndEngine. It has several threads running simultaneously and the interactions between these can sometimes be intricate to debug.

Another important part of AndEngine is the means to customise many aspects. Each game strives to be unique, after all. So think of AndEngine as the internal framework, invisible to the player.

You should also be aware of various common design patterns before opening this book. It discusses some, like object factories and singletons. I suppose the concepts of the patterns in the book are straightforward enough, but prior exposure will make reading smoother.

For audio, the book explains how AndEngine usefully distinguishes between what it terms Sound classes and Music classes. The former are for short duration sounds, while the latter are for longer stretches of background or theme music. Programmers who know java and who have used java's sound classes will find much common ground here.
2 of 2 people found the following review helpful
5.0 out of 5 stars Great book for beginners too! 5 Mar 2013
By thiagoponte - Published on Amazon.com
Format:Kindle Edition
I've had this book for only a week, but i'm really enjoying reading it.
So far i finished chapter 1, and i can say it is well written and easy to understand, even for beginners like me.
The source-code displays perfect on my Kindle Paperwhite.
I'll update my review as i go deeper on the book.
1 of 1 people found the following review helpful
1.0 out of 5 stars AndEngine is a modular disaster 19 Feb 2014
By magiteker - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
Bought this book due to the appearance of easy development in this game engine. However I quickly learned that AndEngine itself is deprecated, with it's last update being two years ago. This combined with several other features made me regret buying this book. I have since moved on to Libgdx and have found it to be a superior mobile development technology
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