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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
Languages
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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

Loading a model

In a game, we need an actual model exported from Blender or any other 3D animation software.

Note

The assets for our example are provided with the code bundle of this chapter.

Copy these three files to the assets folder of the android project:

  • car.g3dj: This is the model file to be used in our example
  • tiretext.jpg and yellowtaxi.jpg: These are the materials for the model

Replacing the ModelBuilder class in our ModelTest.java file, we add the following code:

          assets = new AssetManager();
          assets.load("car.g3dj", Model.class);
          assets.finishLoading();
          model = assets.get("car.g3dj", Model.class);
          instance = new ModelInstance(model);

Additionally, a camera input controller is also added to inspect the model from various angles as follows:

          camController = new CameraInputController(cam);
          Gdx.input.setInputProcessor(camController);

          camController.update();

This camera input controller will be...

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