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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

Working from sources


Libgdx is truly awesome and it will probably suit your needs perfectly. However, some people might need extra behavior or a slightly different API.

The first thing you should try is to add the desired functionality on top of an official stable Libgdx release. Were that to prove impossible, you would have to modify Libgdx itself to make it behave the way you want.

Throughout this recipe, you will learn how to grab Libgdx's repository, make changes to it, and use it for your game.

Getting ready

You will need a Git client to clone the Libgdx repository. We discussed that topic in the Using source control on a Libgdx project with Git recipe of Chapter 1, Diving into Libgdx.

Libgdx uses Apache Ant, which is an open source Java-based build system, very much like Gradle. You can grab the latest binary distribution from http://ant.apache.org/bindownload.cgi.

Download the latest one, unzip it in the folder of your choice, and add the bin subfolder to your PATH environment variable...

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