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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

Chapter 11. Advanced Programming Techniques

In this chapter, we will take a look at Box2D—a physics engine to simulate realistic-looking physics of the objects in 2D space. After we cover the basics of how to use Box2D, we will move on and create a little physics simulation that is going to be triggered at the end of the level. For this to work, we will also need to add a new level object that represents the level's end.

Next, we will look at the topic of shader programs. Shaders, in general, are simple programs that are executed on the Graphics Processing Unit (GPU). We will create our own shader program consisting of a vertex and a fragment shader to achieve a simple monochrome filter effect.

Physics engines, such as Box2D and programming shaders, are very complex topics. Each deserves at least one book on their own to get hold of their gist. Nonetheless, this chapter is meant to give you the first push in the right direction on how to approach these broad topics.

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