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Over 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx frameworkAbout This Book
- Gain an in-depth understanding of every Libgdx subsystem, including 2D graphics, input, audio, file extensions, and third-party libraries
- Write once and deploy to Windows, Linux, Mac, Android, iOS, and browsers
- Full of uniquely structured recipes that help you get the most out of Libgdx
If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you.
To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge.
What You Will Learn- Wield the power of the 2D graphics API; get to grips with textures, atlases, particles, fonts, and shaders
- Manage input from different devices, including touch, keyboard, mouse, gamepad, and accelerometer
- Increase player immersion with the Libgdx audio API
- Quickly design maps with an editor and load them directly into your game
- Exploit the 2D stage features to build great user interfaces
- Create amazing physics simulations with Box2D
- Master the deployment process and reach a wide audience
Libgdx is a very popular open source, cross-platform, Java-based game development framework that enables you to write your code once and deploy it to Windows, Mac, Linux, Android, iOS, and browsers.
Supported by code samples for each topic, this book will take you through the features of Libgdx, from the very basic aspects to the most advanced ones. Beginning with an overview of the framework and project creation, the book moves on to the 2D graphics API that enables you to create efficient and visually rich games. You will then explore input detection and audio and file handling, followed by details of how to make use of amazing features such as Box2D rigid body physics, lighting, and artifical intelligence techniques to name a few. You will also discover how to modify Libgdx to suit your needs and share your creation with the world.
- Sales Rank: #401177 in Books
- Published on: 2014-10-29
- Released on: 2014-10-29
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 1.17" w x 7.50" l, 1.93 pounds
- Binding: Paperback
- 516 pages
About the Author
David Saltares Marquez
David Saltares Marquez is a C++ software developer at a top-tier financial data company. He was an Artificial Intelligence programmer at Crytek, UK, for two years, where he developed emergent systems for Homefront: The Revolution. He then moved to Sony Computer Entertainment Europe to work on multimedia applications for PlayStation 4. He is part of the Libgdx core team, works on small indie games in his spare time, loves game jams, and often delivers presentations at universities. Find out more about his work on his personal blog at http://siondream.com.
Alberto Cejas Sanchez
Alberto Cejas Sanchez is an indie game programming enthusiast who graduated with an MSc in Computer Science and whose work revolves around games and simulations across 2D/3D technologies with different target platforms. He has also worked on automatic game code generation tools.
Most helpful customer reviews
2 of 2 people found the following review helpful.
For experienced coders
By iPaul
Good book if you already have some experience with Libgdx or other game engine . This is not a beginner book!
The book will teach you how to work with sprites, process user input, audio, text rendering, 2D physics etc ... in a cookbook like manner, meaning that you know what you want to do (from your previous experience with other game engines or your own) but you need a quick introduction in how to do it with Libgdx.
In short, this is a book aimed at the intermediate to advanced game programmers.
3 of 3 people found the following review helpful.
How to start a one man army game development? This book explains it.
By Krasimir
First I should mention that it took me a while to decide whether I should start using AndEngine or Libgdx. After serious research my conclusions were that Libgdx is the better option. The reasons are that it’s still being updated and code testing is much faster. At this point the learning resources for Libgdx are basically two – the tutorials on their website and this book. Currently there is only one book more which is said to be outdated.
As a beginner I decided to start learning from the book first because books tend to have some structure. And I must say that the book is indeed very well structured and there are a lot of useful details. At first I was expecting to have some problems with comprehending the material but the authors did a very good job in explaining with layman’s terms. If I have to be honest - you can actually feel the amount of work spent on this book.
While going through this book, I learned how to work with Libgdx’s 2D API and create complex 2D effects such as particles, shaders, etc. Now I also know how to set up nice background music in my game and how to create a good looking text. There is a lot of material covered on the topic of optimisation which is crucial for smooth running on phones. I think that the tip of the iceberg is the chapter about third-party libraries and extras. It is very useful because it covers the most popular “goodies” used with Libgdx. This includes – multilingual support, skeleton animation, lighting and software architecture.
This book is truly a “game development cookbook” because it explains everything needed to build a professionally looking game. I would like to thank the whole team and especially the authors for their amazing work. I recommend this book.
1 of 1 people found the following review helpful.
Great "Cook Book"
By Joseph White
This "Cook book" is exactly what I was looking for. Many of the online tuts don't give as much detail as this book does and it certainly comes in handy. Unfortunately, like most Java implementations, there is a lot of code to write to do simple things but that's not the fault of the books author.
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