Libgdx Cross-platform Game Development Cookbook

Book Description

Over 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx

About 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

Who This Book Is For

If you want to make cross-platform games without the hassle and dangers of platform-specific code, or If you are a game programmer who may have some experience with 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.

In Detail

Libgdx is a very popular , 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 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 techniques to name a few. You will also discover how to modify Libgdx to suit your needs and share your creation with the world.

Table of Contents

Chapter 1. Diving into Libgdx
Chapter 2. Working with 2D Graphics
Chapter 3. Advanced 2D Graphics
Chapter 4. Detecting User Input
Chapter 5. Audio and File I/O
Chapter 6. Font Rendering
Chapter 7. Asset Management
Chapter 8. User Interfaces with Scene2D
Chapter 9. The 2D Maps API
Chapter 10. Rigid Body Physics with Box2D
Chapter 11. Third-party Libraries and Extras
Chapter 12. Performance and Optimizations
Chapter 13. Giving Back

Book Details

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