Learning LibGDX Game Development- Second Edition

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

Learning LibGDX Game Development- Second Edition

Learning
Suryakumar Balakrishnan Nair, Andreas Oehlke

4 customer reviews
Wield the power of the LibGDX framework to create a cross-platform game
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Book Details

ISBN 139781783554775
Paperback478 pages

Book Description

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
Diving into LibGDX
Features of LibGDX 1.2.0
Getting in touch with the community
Prerequisites to install and configure LibGDX
Creating a new application
gdx-setup versus gdx-setup-ui
Kicking your game to life
Key to success lies in planning
Game project – Canyon Bunny
Summary
Chapter 2: Cross-platform Development – Build Once, Deploy Anywhere
The demo application – how the projects work together
LibGDX backends
LibGDX core modules
LibGDX's application life cycle and interface
Starter classes
The demo application – time for code
Summary
Chapter 3: Configuring the Game
Setting up the Canyon Bunny project
Using a class diagram for Canyon Bunny
Laying foundations
Putting it all together
Summary
Chapter 4: Gathering Resources
Setting up a custom Android application icon
Setting up a custom iOS application icon
Creating the texture atlases
Loading and tracking assets
Organizing the assets
Testing the assets
Handling level data
Summary
Chapter 5: Making a Scene
Creating game objects
Implementing the level loader
Assembling the game world
Implementing the game GUI
Summary
Chapter 6: Adding the Actors
Implementing the actor game objects
Completing the level loader
Adding the game logic
Summary
Chapter 7: Menus and Options
Managing multiple screens
Exploring Scene2D UI, TableLayout, and skins
Using LibGDX's scene graph for the menu UI
Building the scene for the menu screen
Building the Options window
Summary
Chapter 8: Special Effects
Creating complex effects with particle systems
Adding a dust particle effect to the player character
Moving the clouds
Smoothing with linear interpolation (Lerp)
Adding parallax scrolling to the mountains in the background
Enhancing the game screen's GUI
Summary
Chapter 9: Screen Transitions
Adding the screen transition capability
Summary
Chapter 10: Managing the Music and Sound Effects
Playing back the music and sound effects
Accessing the audio device directly
Using sound generators
Adding music and sounds to Canyon Bunny
Summary
Chapter 11: Advanced Programming Techniques
Simulating physics with Box2D
Working with shaders in LibGDX
Adding alternative input controls
Summary
Chapter 12: Animations
Manipulating actors through actions
Animating the menu screen
Using sequences of images for animations
Animating the game screen
Summary
Chapter 13: Basic 3D Programming
Light sources
Environment and materials
Basic 3D using LibGDX
Loading a model
3D frustum culling
Ray picking
Summary
Chapter 14: Bullet Physics
About Bullet Physics
A few basic concepts
Learning Bullet with LibGDX
Adding some rigid bodies
Stepping the world
Having fun with shadows
Summary

What You Will Learn

  • Set up a cross-platform project using Gradle and test the base code required for game building
  • Speed up your overall productivity with the stunning JVM Code Hot Swapping feature
  • Use Scene2D to create and organize complex menu structures
  • Automate the creation of texture atlases using TexturePacker
  • Manage and play audio files and add special effects to your game to improve its look and feel
  • Learn 2D physics simulation using Box2D
  • Understand more about 3D programming using the new LibGDX 3D API
  • Use the LibGDX Bullet wrapper for 3D physics simulation

Authors

Table of Contents

Chapter 1: Introduction to LibGDX and Project Setup
Diving into LibGDX
Features of LibGDX 1.2.0
Getting in touch with the community
Prerequisites to install and configure LibGDX
Creating a new application
gdx-setup versus gdx-setup-ui
Kicking your game to life
Key to success lies in planning
Game project – Canyon Bunny
Summary
Chapter 2: Cross-platform Development – Build Once, Deploy Anywhere
The demo application – how the projects work together
LibGDX backends
LibGDX core modules
LibGDX's application life cycle and interface
Starter classes
The demo application – time for code
Summary
Chapter 3: Configuring the Game
Setting up the Canyon Bunny project
Using a class diagram for Canyon Bunny
Laying foundations
Putting it all together
Summary
Chapter 4: Gathering Resources
Setting up a custom Android application icon
Setting up a custom iOS application icon
Creating the texture atlases
Loading and tracking assets
Organizing the assets
Testing the assets
Handling level data
Summary
Chapter 5: Making a Scene
Creating game objects
Implementing the level loader
Assembling the game world
Implementing the game GUI
Summary
Chapter 6: Adding the Actors
Implementing the actor game objects
Completing the level loader
Adding the game logic
Summary
Chapter 7: Menus and Options
Managing multiple screens
Exploring Scene2D UI, TableLayout, and skins
Using LibGDX's scene graph for the menu UI
Building the scene for the menu screen
Building the Options window
Summary
Chapter 8: Special Effects
Creating complex effects with particle systems
Adding a dust particle effect to the player character
Moving the clouds
Smoothing with linear interpolation (Lerp)
Adding parallax scrolling to the mountains in the background
Enhancing the game screen's GUI
Summary
Chapter 9: Screen Transitions
Adding the screen transition capability
Summary
Chapter 10: Managing the Music and Sound Effects
Playing back the music and sound effects
Accessing the audio device directly
Using sound generators
Adding music and sounds to Canyon Bunny
Summary
Chapter 11: Advanced Programming Techniques
Simulating physics with Box2D
Working with shaders in LibGDX
Adding alternative input controls
Summary
Chapter 12: Animations
Manipulating actors through actions
Animating the menu screen
Using sequences of images for animations
Animating the game screen
Summary
Chapter 13: Basic 3D Programming
Light sources
Environment and materials
Basic 3D using LibGDX
Loading a model
3D frustum culling
Ray picking
Summary
Chapter 14: Bullet Physics
About Bullet Physics
A few basic concepts
Learning Bullet with LibGDX
Adding some rigid bodies
Stepping the world
Having fun with shadows
Summary

Book Details

ISBN 139781783554775
Paperback478 pages
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