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Learning LibGDX game development : wield the power of the LibGDX framework to create a cross-platform game / Suryakumar Balakrishnan Nair, Andreas Oehlke.

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O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Nair, Suryakumar Balakrishnan, author.
Oehlke, Andreas, author.
Series:
Community experience distilled
Language:
English
Subjects (All):
Video games--Design.
Video games.
Physical Description:
1 online resource (478 p.)
Edition:
2nd ed.
Other Title:
Wield the power of the LibGDX framework to create a cross-platform game
Place of Publication:
Birmingham, England : Packt Publishing, 2015.
Language Note:
English
System Details:
text file
Biography/History:
B Nair Suryakumar: Suryakumar Balakrishnan Nair is an engineering graduate from Cochin University of Science and Technology, Cochin, India with a specialization in computer science. He just loves programming and likes to keep on experimenting. He has designed a dozen games on the Android platform using LibGDX. He loves traveling and visiting various places. He reads articles and books on a range of issues from politics to environment. He is currently working as a full-time Android game developer for an Indian game company, Csharks (http: //csharks. com/site/). Oehlke Andreas: Andreas Oehlke is a professional software engineer and a computer scientist who feels very much at home on any Linux/Unix machine. He holds a Bachelor's degree in Computer Science and loves to assemble and disassemble software and hardware alike. An exorbitant affinity for electronics and computers has always been his trademark. His hobbies include game and web development, programming in general (software design and new languages), programming embedded systems with microcontrollers, playing sports, and making music. He currently works full-time as a software engineer for a German financial institution. Furthermore, he has worked as a consultant and a game developer in San Francisco, CA. In his spare time, he provides his expertise to a German startup called Gamerald (http: //www. gamerald. com/).
Summary:
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.
Contents:
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to LibGDX and Project Setup; Diving into LibGDX; Features of LibGDX 1.2.0; Graphics; Audio; Input handling; File I/O and storage; Math and physics; Utilities; Tools; Getting in touch with the community; Prerequisites to install and configure LibGDX; Java Development Kit; Eclipse - Integrated Development Environment; Downloading LibGDX; Installing Android SDK; Running Eclipse and installing plugins; Creating a new application; Using the old setup tool
Using the Gradle-based setupgdx-setup versus gdx-setup-ui; Kicking your game to life; Key to success lies in planning; Game project - Canyon Bunny; Description of the game; Summary; Chapter 2: Cross-platform Development - Build Once, Deploy Anywhere; The demo application - how the projects work together; LibGDX backends; Lightweight Java Game Library; Android; WebGL; RoboVM (iOS backend); LibGDX core modules; The application module; Logging; Shutting down gracefully; Persisting data; Querying the Android API level; Querying the platform type; Querying the memory usage; Multithreading
The graphics moduleQuerying delta time; Querying display size; Querying the frames per second (FPS) counter; The audio module; Sound playback; Music streaming; The input module; Reading the keyboard/touch/mouse input; Reading the accelerometer; Starting and canceling vibrator; Catching Android's soft keys; The files module; Getting an internal file handle; Getting an external file handle; The network module; HTTP requests; Client/server sockets; Opening a URI in a web browser; LibGDX's application life cycle and interface; Starter classes; Running the demo application on a desktop
Running the demo application on AndroidRunning the demo application in a WebGL-capable web browser; Running the demo application on a iOS device; The demo application - time for code; Inspecting an example code of the demo application; The create() method; The render() method; The dispose() method; Having fun with the debugger and code hot swapping; Summary; Chapter 3: Configuring the Game; Setting up the Canyon Bunny project; Using a class diagram for Canyon Bunny; Laying foundations; Implementing the Constants class; Implementing the CanyonBunnyMain class
Implementing the WorldController classImplementing the WorldRenderer class; Putting it all together; Building the game loop; Adding the test sprites; Adding the game world's debug controls; Adding the CameraHelper class; Adding the camera debug controls using CameraHelper; Summary; Chapter 4: Gathering Resources; Setting up a custom Android application icon; Setting 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; The rock object
The mountains object
Notes:
Includes index.
"Community experience distilled"--Cover.
Description based on online resource; title from PDF title page (ebrary, viewed February 16, 2015).
ISBN:
9781783554782
1783554789
OCLC:
904285449

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