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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

Skeletal animations with Spine

Animation is not a new concept within our Libgdx set of cookbooks. Chapter 2, Working with 2D Graphics, guides you on how to manage sprite sheet-based animations, which is definitely the most common choice in general terms. However, it is not the only alternative, since there is commercial software that takes us through a more streamlined animation process, covering topics that range from the creation of animations to using them within your games.

This is the case of Spine, a popular skeletal animation editor created using Libgdx and offers runtimes for most of the programming languages in the market, adapting a lot of their variants to specific game engines/frameworks, where Libgdx is included too.

In Spine, you can create a hierarchy of bones you can animate using key frames and create interpolations between them. Textures can be attached to bones, resulting in smoothly animated characters. Spine also has a free license but doesn't allow exporting to...

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