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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Toc

Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

Summary

In this chapter, we covered the basics of the Box2D rigid body physics engine, and thereafter applied the newly gained knowledge, including all the individual parts (rigid body, body type, shape, fixture, and world) by creating a believable physics simulation of raining carrots. Also, two new game objects were added, which represented the carrot for physics simulations and a huge golden carrot statue symbolizing a level's goal or exit.

Then, we went down the graphics pipeline, more precisely the Programmable Pipeline of OpenGL (ES) 2.0 to explore the use of shaders. We created our own shader program to apply a monochrome filter effect of arbitrary intensity through a uniform variable that can be passed to the shader program at runtime in the application code. You learned about GLSL and created a simple pair of vertex and fragment shaders that are used in Canyon Bunny.

Finally, you learned how to use and work with peripheral devices using the example of an accelerometer. You also...

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