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    LibGDX Cross-Platform Development Blueprints

    Posted By: AlenMiler
    LibGDX Cross-Platform Development Blueprints

    LibGDX Cross Platform Development Blueprints by Indraneel Potnis
    English | Jan 6, 2016 | ISBN: 1783982063 | 305 Pages | AZW3/EPUB/PDF (conv) | 30.1 MB

    LibGDX is a very popular open source game framework for the Java programming language. It features deployment to multiple platforms with the same code base and it is very fast. Its vast amount of features makes it very easy to learn and master game development without knowing the low-level details.

    Key Features

    Learn how to make a complete game from scratch using the LibGDX framework
    Discover different aspects of game development, optimize them, and implement them in your games
    This is a comprehensive guide packed with concepts that are covered in an incremental manner

    Book Description

    LibGDX Cross-platform Development Blueprints teaches you the concepts of game development using the LibGDX framework as you make four complete games.

    You'll start with setting up the environment, then move on to advanced concepts such as collision detection, memory optimization, and more. The first game is Monty Hall, where you'll learn how to set up LibGDX and use simple graphics. Then, you'll get to know more about concepts such as animation, game sounds, and scoring by developing a Whack a Mole game. This will set up the base for a Bounce the Ball game, where you'll get to grips with advanced concepts such as movements and collisions based on physics. Finally, the Dungeon Bob game will help you understand player motion.

    This guide gives you everything you need to master game development with LibGDX.

    What you will learn

    Set up the development environment and implement a very simple game type
    Implement new features such as motion, sounds, and randomness by implementing a new game
    Add music, physics, and menus to your games
    Start the creation of a platformer game and apply optimisation techniques
    Perform collision detection and manage the game assets
    Render game levels designed in the tool and add enemies
    Create multiple levels, enemy motion, and level transitions in the game

    About the Author

    Indraneel Potnis is a mobile developer who lives in Mumbai. He has worked in diverse areas of the IT industry, such as web development, QA, and mobile application development.

    Since childhood, he has been interested in playing computer games, and he became interested in making them in college. He made a card game called Mendhicoat with a friend on the Android platform and released it on the Google Play store.

    Table of Contents

    Monty Hall Simulation
    Whack-A-Mole
    Catch the Ball
    Dungeon Bob
    Using the Tiled Map Editor
    Drawing Tiled Maps
    Collision Detection
    Collectibles and Enemies
    More Enemies and Shooting
    More Levels and Effects