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Giuseppe - Building a 3D Game with LibGDX

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Giuseppe Building a 3D Game with LibGDX

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Learn how to build an exciting 3D game with LibGDX from scratch

About This Book

  • Implement an exhaustive list of features that LibGDX unleashes to build your 3D game.
    • Write, test, and debug your application on your desktop and deploy them on multiple platforms.
    • Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX.

      Who This Book Is For

      If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated.

      What You Will Learn

    • Learn the potential of LibGDX in game development
    • Understand the LibGDX architecture and explore platform limitation and variations
    • Explore the various approaches for game development using LibGDX
    • Learn about the common mistakes and possible solutions of development
    • Discover the 3D workflow with Blender and how it works with...
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    Building a 3D Game with LibGDX

    Building a 3D Game with LibGDX

    Copyright 2016 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 authors, 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: August 2016

    Production reference: 1220816

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham

    B3 2PB, UK.

    ISBN 978-1-78528-841-8

    www.packtpub.com

    Credits

    Authors

    Sebastin Di Giuseppe

    Andreas Krhlmann

    Elmar van Rijnswou

    CopyEditor

    Zainab Bootwala

    Reviewer

    Jean-Baptiste Simillon

    Project Coordinator

    Izzat Contractor

    Commissioning Editor

    Amarabha Banerjee

    Proofreader

    Safis Editing

    AcquisitionEditor

    Aaron Lazar

    Indexer

    Tejal Daruwale Soni

    Content Development Editor

    Anish Sukumaran

    Graphics

    Abhinash Sahu

    TechnicalEditor

    Kunal Chaudhari

    ProductionCoordinator

    Aparna Bhagat

    About the Author

    Sebastian Di Giuseppe started back in 2011 with Java game development and native Android development. With a huge passion, he spent a lot of time learning the different areas of game development, exploring programming areas, and creating prototypes of all kinds for several platforms. With a good plan for his improvement while having a full time job as an Android developer, he also spends a lot of time on the forum, java-gaming.org, learning and making contacts. He joined forces with a graphic designer and a musician to peruse more professional tasks and updates on their work that led him to meet a team of developers who called themselves Deeep Games. With them, he took a step up and also learned project and product management. With time, he joined and consulted other game development teams on management and processes. He now works as a full-time project and product manager and you can see him hang out on the Indie Game Developers ' Facebook group posting updates on prototypes, ideas, or recruiting for future projects. You check out his LinkedIn profile at https://ar.linkedin.com/in/sebadigiuseppe or his Facebook profile athttps://www.facebook.com/sebastian.digiuseppe.54.

    I'd like to thank, Elmar Van Rijnswou and Andreas Krlmann for inviting me to join Deeep Games, which was a huge boost to my career. Packt Publishing, along with Aaron Lazar and Anish Sukumaran take a huge gratitude from me for being so patient, helpful, and supportive on the project, and for giving me this huge opportunity. Also, thanks to Oliver Mendoza for helping synthesize an easy and representative 3D model development along with its other areas.

    www.PacktPub.com
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    Preface

    Building a 3D Game with LibGDX is a book about how to create games with LibGDX that can work in 3D. We'll cover camera differences with 2D primitive shapes, a game design on the run approach, modeling our assets, getting assets from websites, preparing our models and downloading them to be used with LibGDX, animations, textures, a basic UI and with Tweening, all toward developing a basic FPS game. And finally, we will get to export to a desired platform along with troubleshooting usual problems.

    What this book covers

    , Setting Up Your Development Environment , will cover everything we need to install in order to have a workflow.

    , An Extra Dimension , will go over the differences between a 2D and a 3D camera, and then set up a base to work with and draw primitive shapes.

    , Working toward a Prototype , will go over the creation of a prototype, from the creation of a level with enemies, chase mechanics, physics, collisions, a user interface, and a mechanism to defend ourselves from the enemies.

    , Preparing Visuals , will walk us through the basics of how to use Blender and go step by step through how to create a representative model for our game.

    , Starting to Look Like an Actual Game , will help you prepare and import the model created in the previous chapter as well as from other sources. We will also get collision shapes from a static model and add basic shadows.

    , Spicing Up the Game , will help you polish your game a little by adding a particle system and some UI Tweening. You will also work a bit on the performance of the game and explore the .NET API, brought by LibGDX, by adding online Leaderboards.

    , Final Words , will demonstrate deploying games on various platforms and some basic troubleshooting. This chapter will also help you identify the platform we are running the game on, and finally, talk about room for improvement.

    What you need for this book

    For this book we'll need the following:

    • Intellij IDEA Community Edition, at least version 14.1.4
    • LibGDX's Setup App, at least version 1.6.4
    • Java JDK
    • Android SDK with at least API 22
    Who this book is for

    If you are a game developer or an enthusiast who wants to build 3D games with LibGDX, then this book is for you. Some basic knowledge of LibGDX and Java programming is required.

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