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Oehlke - Learning Libgdx game development

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Oehlke Learning Libgdx game development
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Are your games limited to one platform? Use our practical guide to libGDX and before long youll be developing games that run across multiple platforms, enjoying an increased audience and revenue.

Overview

  • Create a libGDX multi-platform game from start to finish
  • Learn about the key features of libGDX that will ease and speed up your development cycles
  • Write your game code once and run it on a multitude of platforms using libGDX
  • An easy-to-follow guide that will help you develop games in libGDX successfully

In Detail

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developers nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue!

Learning libGDX Game Development is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters.

Learning libGDX Game Development will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension.

Learning libGDX Game Development is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.

What you will learn from this book

  • Learn about libGDX and prepare your system for multi-platform game development
  • Speed up your overall productivity with the awesome JVM Code Hot Swapping feature
  • Create a project setup and test the base code required for game building
  • Use Scene2D to create and organize complex menu structures
  • Use the texture packer to automate the creation of texture atlases
  • Replace the default launcher icon with your own app icon
  • Manage and play audio files and add special effects to a game to improve its look and feel
  • Create and use texture atlases for optimized sprite rendering

Approach

A clear and practical guide to building games in libGDX.

Who this book is written for

This book is great for Indie and existing game developers, as well as those who want to get started with game development using libGDX. Java game knowledge of game development basics is recommended.

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Learning Libgdx Game Development

Learning Libgdx Game Development

Copyright 2013 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: September 2013

Production Reference: 1190913

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78216-604-7

www.packtpub.com

Cover Image by Aniket Sawant (<>)

Credits

Author

Andreas Oehlke

Reviewers

Ebenezer Edelman

Matthias Markowski

David Saltares Mrquez

Chris Moeller

Acquisition Editors

Kartikey Pandey

Julian Ursell

Lead Technical Editor

Mayur Hule

Technical Editors

Menza Mathew

Amit Shetty

Harshad Vairat

Copy Editors

Mradula Hegde

Gladson Monteiro

Sayanee Mukherjee

Kirti Pai

Adithi Shetty

Project Coordinator

Apeksha Chitnis

Proofreaders

Paul Hindle

Mario Cecere

Indexer

Rekha Nair

Graphics

Abhinash Sahu

Production Coordinator

Shantanu Zagade

Cover Work

Shantanu Zagade

About the Author

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/).

I want to thank my parents, Michael and Sigrid, and my brother Dennis for their constant and invaluable support, which definitely kept me on the go while writing this book. I also want to thank my close friends for giving me lots of helpful feedback, notably Sascha Bjrn Bolz with regard to providing the artwork for Canyon Bunny. Last but not least, I want to thank Klaus "keith303" Spang for providing the music track as well as the whole team from Packt Publishing, including all the numerous reviewers involved, for their great work in producing a high quality book.

About the Reviewers

Ebenezer Edelman is a British computer programmer currently living in South Africa. He has an eclectic and diverse set of interests ranging from technology, engineering, and science to literature, photography, videography, and music. His hobbies include playing the piano, designing rocket engines, and occasionally a game of chess.

He started game development by learning C from the manual of a C compiler and developing simple text-based games. Then, after getting to grips with C++ and the DirectX SDK, he attempted to develop a 3D physics sandbox game, which never got past the beta stage. After that, he learned C# and the XNA framework and made several 2D games before deciding to get involved in mobile game development. He did this using Java and the LibGDX framework, which he used to get some of his old 2D games to Android. He is constantly looking to broaden his knowledge, and he now uses Research In Motion's open source C++ game engine gameplay3d.

In addition, he has experience of Windows Forms (C#), the GTK+ toolkit (Vala), the Qt toolkit (C++), the Android SDK (Java), as well as the x86 Assembly language, Python, PHP, JavaScript, and HTML/CSS.

His personal website and blog is located at http://EbenezerEdelman.tk/, and he is on Twitter (@EbenezerEdelman) and Google Plus (+EbenezerEdelman).

Matthias Markowski is a passionate game developer and video game enthusiast who focuses on the field of Graphics Programming. He began his professional career in 2005 through his involvement in the demoscene. He has contributed to the development of the fast-paced action MMOG (Massively Multiplayer Online Game) "Black Prophecy" and the Wii U casual game "Your Shape Fitness Evolved 2013". He is currently employed at Ubisoft Blue Byte, known as a creator of excellent strategy games, located in Dsseldorf, Germany.

You can view his portfolio and contact details at http://mmarkowski.carbonmade.com.

David Saltares Mrquez works at the award-winning developer Crytek as a games programmer. The Nottingham-based studio of the company behind the Crysis series was his jump into the AAA industry in 2012. Since then, he has been part of the Artificial Intelligence team, developing behaviors, pushing character fidelity forward, and developing systems that are now part of CryENGINE.

He obtained his BSc in Computing Science from Cdiz University (Spain) where he founded the games development society (ADVUCA) in collaboration with other passionate classmates. Through the society, he organized several talks and workshops with a strong focus on open source software, all of which were a great success.

By always working on side projects, he the joined the Libgdx community, attracted by the richness of its features, open source nature, multiplatform capabilities, and the hospitality of its developers. Libgdx allowed him to create various games such as Freegemas (https://github.com/siondream/freegemas-gdx) and Math Maze (http://siondream.com/blog/games/math-maze/). In return, he contributed to the maps' API and is very active on the forums.

Further information is available on his blog (http://siondream.com), where he talks in depth about Libgdx, programming, personal projects, and his experience in game jams such as Ludum Dare (http://siondream.com/blog/game-jams/).

Chris Moeller is a founder of the game studio Ackmi Design and Engineering. He has been building computers since the age of nine and has been programming for more than 10 years. He had the opportunity to work for software companies as a PHP developer, Java QA engineer, and Flash developer, and he currently works primarily for Android. He has been an enthusiastic gamer for most of his life and has created many game prototypes as well as several finished games. He writes game tutorials on his blog at www.chrismweb.com, and most of his new games can be found through his company website at www.ackmi.com, which he runs with his wife, Megan.

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