Learning LibGDX Game Development, 2nd Edition Front Cover

Learning LibGDX Game Development, 2nd Edition

  • Length: 500 pages
  • Edition: 1
  • Publisher:
  • Publication Date: 2014-12-22
  • ISBN-10: 1783554770
  • ISBN-13: 9781783554775
  • Sales Rank: #1949064 (See Top 100 Books)
Description

Wield the power of the LibGDX framework to create a cross-platform game

About This Book

  • Write your game code once and run it on a multitude of platforms using LibGDX
  • Learn about the key features of LibGDX that will ease and speed up your development cycles
  • An easy-to-follow, comprehensive guide that will help you develop games in LibGDX successfully

Who This Book Is For

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.

In Detail

LibGDX is a multiplatform game development framework, and is one of the most popular frameworks for building games, providing a comprehensive set of development capabilities and features to use and incorporate into games.

This book starts off by introducing you to LibGDX and how to use its project setup tool to build an application that can support multiple platforms, before gradually moving on to configuring your game. Then, you will learn to organize resources, create a scene, actors, and a menu system. You will also enhance the visual appearance of your game and manage its transitions, along with music and sound effects. You will then move on to cover the advanced programming techniques and create and manage different kinds of animations.

Finally, you will be introduced to the basics of 3D programming and the 3D physics engine. By the end of this book, you will be able to start developing your very own cross-platform games using the LibGDX framework.

Table of Contents

Chapter 1: Introduction to LibGDX and Project Setup
Chapter 2: Cross-platform Development – Build Once, Deploy Anywhere
Chapter 3: Configuring the Game
Chapter 4: Gathering Resources
Chapter 5: Making a Scene
Chapter 6: Adding the Actors
Chapter 7: Menus and Options
Chapter 8: Special Effects
Chapter 9: Screen Transitions
Chapter 10: Managing the Music and Sound Effects
Chapter 11: Advanced Programming Techniques
Chapter 12: Animations
Chapter 13: Basic 3D Programming
Chapter 14: Bullet Physics

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