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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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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 14. Bullet Physics

In Chapter 11, Advanced Programming Techniques, you learned about 2D physics using Box2D. Now, we will enter the next dimension: 3D physics using the Bullet Physics engine. Bullet Physics itself is a huge topic, so, this chapter will focus on providing you with a basic idea about the 3D physics engine. Later, we will create a physics simulation using basic shapes.

In this chapter, we will cover the following topics:

  • Create a project using gdx-setup.jar
  • Focus on the basic concepts of bullet
  • Create a simple application to simulate physics using Bullet
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