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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

Introduction

Depending on the genre of your awesome game project, you may need to show the user more or less text. Role-playing games and some adventures tend to be very text-heavy, while action games … well, they let the guns do the talking. However, in all likeness, all of these will require some font rendering, even if it is just for the menus or the game scores.

This chapter will start with the very basics of how to generate a Libgdx-compatible font and render some text with it on the screen. We will then move on to effects such as drop shadows or outlines, both using prebaked techniques and shaders. Additionally, we will tackle the font-scaling problem and offer a practical solution using distance field fonts.

By the time you finish reading and practicing with the samples, you will be able to handle most font-rendering issues in your game without too much trouble.

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