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Learning LibGDX Game Development, Second Edition, 2nd edition (repost)

Posted By: Willson
Learning LibGDX Game Development, Second Edition, 2nd edition (repost)

Suryakumar Balakrishnan Nair, Andreas Oehlke, "Learning LibGDX Game Development, Second Edition, 2nd edition"
English | 2014 | ISBN: 1783554770 | 500 pages | EPUB | 15.5 MB


About This Book
Write your game code once and run it on a multitude of platforms using LibGDX
Learn about the key features of LibGDX that will ease and speed up your development cycles
An easy-to-follow, comprehensive guide that will help you develop games in LibGDX successfully

Who This Book Is For
This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.

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

In Detail
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.


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