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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

A few basic concepts

Now, we will explore some basic ideas behind the vast Bullet library in the next sections.

Understanding rigid bodies

Rigid bodies are the basic building block of all physics simulations. Like in the real world, a rigid body has some properties such as mass, position, velocity, inertia as well as motion states, and so on. The rigid body is assumed to be solid and thus incapable of being deformed by the exerting forces.

Static, dynamic, and kinematic rigid bodies

There are three different types of objects in Bullet. They are as follows:

  • Dynamic (moving) rigid bodies:
    • Positive mass
    • On every simulation frame, the dynamic world will update its world transform
  • Static rigid bodies:
    • Zero mass
    • Cannot move or collide
  • Kinematic rigid bodies:
    • Zero mass
    • They can be animated by the user, but there will be only one-way interaction and dynamic objects will be pushed away, however there is no influence from dynamics objects

Collision shapes

Like graphical meshes, collision shapes allow collision...

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