Building a 3D Game with LibGDX

Learn how to build an exciting 3D game with LibGDX from scratch

Building a 3D Game with LibGDX

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Sebastian Di Giuseppe

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Learn how to build an exciting 3D game with LibGDX from scratch
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Book Details

ISBN 139781785288418
Paperback234 pages

Book Description

LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms

You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX’s 3D rendering API main features and talk about the camera used for 3D.

Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing.

The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want!

Table of Contents

Chapter 1: Setting Up Your Development Environment
LibGDX 3D API overview
Downloading IntelliJ IDEA Community Edition
LibGDX project setup
Basic use of IntelliJ IDEA with LibGDX
Summary
Chapter 2: An Extra Dimension
Camera techniques
Scaling
Summary
Chapter 3: Working toward a Prototype
Creating our world
Introduction to Ashley
Adding physics and collisions
Scene2D
Screens
Summary
Chapter 4: Preparing Visuals
Setting up Blender
Sketching
Modeling
Summary
Chapter 5: Starting to Look Like an Actual Game
Models usable and ready to deploy with LibGDX
Adding our own gun model
Importing the model, finally!
Enemy models!
Adding a SkyDome
Summary
Chapter 6: Spicing Up the Game
3D particles and LibGDX 3D particle editor
Mobile performance
Testing on Android
Performance improvements on the enemy model
Performance improvements and frustum culling
UI tweening
Online leaderboards and the .NET API
Analog sticks on mobile and platform recognition
Summary
Chapter 7: Final Words
Deploying to platforms
Troubleshooting common problems
What's missing from our game?
Summary

What You Will Learn

  • Learn the potential of LibGDX in game development
  • Understand the LibGDX architecture and explore platform limitation and variations
  • Explore the various approaches for game development using LibGDX
  • Learn about the common mistakes and possible solutions of development
  • Discover the 3D workflow with Blender and how it works with LibGDX
  • Implement 3D models along with textures and animations into your games
  • Familiarize yourself with Scene2D and its potential to boost your game’s design

Authors

Table of Contents

Chapter 1: Setting Up Your Development Environment
LibGDX 3D API overview
Downloading IntelliJ IDEA Community Edition
LibGDX project setup
Basic use of IntelliJ IDEA with LibGDX
Summary
Chapter 2: An Extra Dimension
Camera techniques
Scaling
Summary
Chapter 3: Working toward a Prototype
Creating our world
Introduction to Ashley
Adding physics and collisions
Scene2D
Screens
Summary
Chapter 4: Preparing Visuals
Setting up Blender
Sketching
Modeling
Summary
Chapter 5: Starting to Look Like an Actual Game
Models usable and ready to deploy with LibGDX
Adding our own gun model
Importing the model, finally!
Enemy models!
Adding a SkyDome
Summary
Chapter 6: Spicing Up the Game
3D particles and LibGDX 3D particle editor
Mobile performance
Testing on Android
Performance improvements on the enemy model
Performance improvements and frustum culling
UI tweening
Online leaderboards and the .NET API
Analog sticks on mobile and platform recognition
Summary
Chapter 7: Final Words
Deploying to platforms
Troubleshooting common problems
What's missing from our game?
Summary

Book Details

ISBN 139781785288418
Paperback234 pages
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