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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

Introducing more complex shapes


Basic shapes work great when you do not need high precision to detect collisions but sometimes you will require an extra level of detail where, for instance, your actors' head is a circle and the rest of the body is grouped into a rectangle.

Mixing basic shapes in order to get a more complex one is definitely a powerful tool but there are still some entities that you could not model, such as an empty glass where objects can fall into it.

Be aware that this significant precision improvement has consequences on CPU consumption, so try to keep your body as simple as possible.

Getting ready

To follow this sample, you will need the Box2D physics editor created by Aurelien Ribon, which is downloadable from https://code.google.com/p/box2d-editor/downloads/list.

Once you unzip it, simply run the physics-body-editor.jar file and the application window will show up.

You will also need the loader Java file, which is within the extracted folder or under the aurelienribon.bodyeditor...

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