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Learning LibGDX Game Development- Second Edition

You're reading from  Learning LibGDX Game Development- Second Edition

Product type Book
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Pages 478 pages
Edition 1st Edition
Languages
Authors (2):
Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
View More author details
Toc

Table of Contents (21) Chapters Close

Learning LibGDX Game Development Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to LibGDX and Project Setup 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

A few basic concepts


Now, we will explore some basic ideas behind the vast Bullet library in the next sections.

Understanding rigid bodies

Rigid bodies are the basic building block of all physics simulations. Like in the real world, a rigid body has some properties such as mass, position, velocity, inertia as well as motion states, and so on. The rigid body is assumed to be solid and thus incapable of being deformed by the exerting forces.

Static, dynamic, and kinematic rigid bodies

There are three different types of objects in Bullet. They are as follows:

  • Dynamic (moving) rigid bodies:

    • Positive mass

    • On every simulation frame, the dynamic world will update its world transform

  • Static rigid bodies:

    • Zero mass

    • Cannot move or collide

  • Kinematic rigid bodies:

    • Zero mass

    • They can be animated by the user, but there will be only one-way interaction and dynamic objects will be pushed away, however there is no influence from dynamics objects

Collision shapes

Like graphical meshes, collision shapes allow collision of...

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