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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

Basic 3D using LibGDX

Here, we will explore the basis of the LibGDX 3D API and will create a basic scene with a sphere model at the center.

Note

You can also check the LibGDX wiki on the 3D API at https://github.com/libgdx/libgdx/wiki/Quick-start.

The project setup

First of all, let's create a new LibGDX project using gdx-setup-ui.jar as learned in Chapter 1, Introduction to LibGDX and Project Setup. Enter the values as shown here:

  • Name: ModelTest
  • Package: com.packtpub.libgdx.modeltest
  • Game Class: MyModelTest
  • Destination: C:\libgdx

You can see the following page after all the details are filled:

The project setup

Here, you won't need the HTML or iOS project for testing models; however, if you want to simply check those devices, you can go ahead and enable those projects. Also, set the width and height to 800 x 480 in the project.

Open the MyModelTest.java file and remove all the auto-generated code and add the following code:

package com.packtpub.libgdx.modeltest;

import com.badlogic.gdx.ApplicationAdapter...
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