Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Stepping the world


In Bullet, we need to call a function to update the dynamic physics world so that the game world continues to progress. This is achieved by the stepSimulation()call. We provide three parameters, the delta time, maximum substeps, and a fixed time step. The following code will explain everything:

   world.stepSimulation(Gdx.graphics.getDeltaTime(), 5 , 1/60f);

Bullet will perform as many (but not more than the specified maximum) calculations using the specified 1/60f delta time, until it reaches the specified actual elapsed delta time. Obviously, it's very unlikely that the delta value is always exactly a multiple of 1/60f. In fact, it is possible in some cases that the value of delta is less than specified 1/60f, causing Bullet not to perform any calculations at all. Using this along with custom btMotionState will provide a smooth transition in our game.

Note

To find much more about the step simulation in the standard wiki, visit http://bulletphysics.org/mediawiki-1.5.8/index...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime