Libgdx Cross-platform Game Development Cookbook.:
If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing,
2014.
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge. |
Beschreibung: | Chapter 11: Third-party Libraries and Extras. |
Beschreibung: | 1 online resource (516 pages) |
ISBN: | 9781783287307 1783287306 |
Internformat
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505 | 0 | |a Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Diving into Libgdx; Introduction; Setting up a cross-platform development environment; Creating a cross-platform project; Understanding the project structure and application life cycle; Updating and managing project dependencies; Using source control on a Libgdx project with Git; Importing and running the Libgdx official demos; Chapter 2: Working with 2D Graphics; Introduction; Texture rendering with SpriteBatch; More effective rendering with regions and atlases. | |
505 | 8 | |a Taking advantage of Libgdx spritesRendering sprite-sheet-based animations; Understanding orthographic cameras; Using ShapeRenderer for debug graphics; Handling multiple screen sizes with viewports; Chapter 3: Advanced 2D Graphics; Introduction; Achieving juicy effects with particles; Frame buffers and image composition; Welcome to the world of shaders; Passing parameters into shader programs; 2D depth of field shader; Embedding a Libgdx window into a Java desktop application; Chapter 4: Detecting User Input; Introduction; Detecting user input via event polling. | |
505 | 8 | |a Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer. | |
505 | 8 | |a JSON serialization and deserializationChapter 6: Font Rendering; Introduction; Generating and rendering bitmap fonts; Baking effects into fonts using Hiero; Scaling friendly font rendering with distance fields; Dynamic font effects using distance fields; Chapter 7: Asset Management; Introduction; Getting to know AssetManager; Asynchronous asset loading; Creating custom asset loaders; Managing groups of assets for bigger games; Chapter 8: User Interfaces with Scene2D; Introduction; Introducing the Scene2D API; Widget collection overview; Creating a basic menu screen using tables. | |
505 | 8 | |a Skin customizationCreating new widgets; Chapter 9: The 2D Maps API; Introduction; Creating maps with Tiled and loading them into Libgdx; Adding and querying map metadata; Developing your own map loaders and renderers; Chapter 10: Rigid Body Physics with Box2D; Introduction; Introducing Box2D; Introducing more complex shapes; Introducing joints; Real-life joints example -- bike simulator; Reacting to collisions; Sensors and collision filtering; Querying the world; Building a physics world from level data; Implementing a deferred raycaster; The fixed timestep approach. | |
500 | |a Chapter 11: Third-party Libraries and Extras. | ||
520 | |a If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge. | ||
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Computer animation. |0 http://id.loc.gov/authorities/subjects/sh85029478 | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Computer graphics. | |
650 | 2 | |a Computer Graphics |0 https://id.nlm.nih.gov/mesh/D003196 | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Animation par ordinateur. | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn894790699 |
---|---|
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adam_text | |
any_adam_object | |
author | Márquez, David Saltares |
author2 | Sánchez, Alberto Cejas |
author2_role | |
author2_variant | a c s ac acs |
author_facet | Márquez, David Saltares Sánchez, Alberto Cejas |
author_role | |
author_sort | Márquez, David Saltares |
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building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 .M384 2014 |
callnumber-search | QA76.76.C672 .M384 2014 |
callnumber-sort | QA 276.76 C672 M384 42014 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Diving into Libgdx; Introduction; Setting up a cross-platform development environment; Creating a cross-platform project; Understanding the project structure and application life cycle; Updating and managing project dependencies; Using source control on a Libgdx project with Git; Importing and running the Libgdx official demos; Chapter 2: Working with 2D Graphics; Introduction; Texture rendering with SpriteBatch; More effective rendering with regions and atlases. Taking advantage of Libgdx spritesRendering sprite-sheet-based animations; Understanding orthographic cameras; Using ShapeRenderer for debug graphics; Handling multiple screen sizes with viewports; Chapter 3: Advanced 2D Graphics; Introduction; Achieving juicy effects with particles; Frame buffers and image composition; Welcome to the world of shaders; Passing parameters into shader programs; 2D depth of field shader; Embedding a Libgdx window into a Java desktop application; Chapter 4: Detecting User Input; Introduction; Detecting user input via event polling. Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer. JSON serialization and deserializationChapter 6: Font Rendering; Introduction; Generating and rendering bitmap fonts; Baking effects into fonts using Hiero; Scaling friendly font rendering with distance fields; Dynamic font effects using distance fields; Chapter 7: Asset Management; Introduction; Getting to know AssetManager; Asynchronous asset loading; Creating custom asset loaders; Managing groups of assets for bigger games; Chapter 8: User Interfaces with Scene2D; Introduction; Introducing the Scene2D API; Widget collection overview; Creating a basic menu screen using tables. Skin customizationCreating new widgets; Chapter 9: The 2D Maps API; Introduction; Creating maps with Tiled and loading them into Libgdx; Adding and querying map metadata; Developing your own map loaders and renderers; Chapter 10: Rigid Body Physics with Box2D; Introduction; Introducing Box2D; Introducing more complex shapes; Introducing joints; Real-life joints example -- bike simulator; Reacting to collisions; Sensors and collision filtering; Querying the world; Building a physics world from level data; Implementing a deferred raycaster; The fixed timestep approach. |
ctrlnum | (OCoLC)894790699 |
dewey-full | 793.9326696 |
dewey-hundreds | 700 - The arts |
dewey-ones | 793 - Indoor games and amusements |
dewey-raw | 793.9326696 |
dewey-search | 793.9326696 |
dewey-sort | 3793.9326696 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn894790699 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:26:18Z |
institution | BVB |
isbn | 9781783287307 1783287306 |
language | English |
oclc_num | 894790699 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (516 pages) |
psigel | ZDB-4-EBA |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Packt Publishing, |
record_format | marc |
spelling | Márquez, David Saltares. Libgdx Cross-platform Game Development Cookbook. Birmingham : Packt Publishing, 2014. 1 online resource (516 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier text file Print version record. Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Diving into Libgdx; Introduction; Setting up a cross-platform development environment; Creating a cross-platform project; Understanding the project structure and application life cycle; Updating and managing project dependencies; Using source control on a Libgdx project with Git; Importing and running the Libgdx official demos; Chapter 2: Working with 2D Graphics; Introduction; Texture rendering with SpriteBatch; More effective rendering with regions and atlases. Taking advantage of Libgdx spritesRendering sprite-sheet-based animations; Understanding orthographic cameras; Using ShapeRenderer for debug graphics; Handling multiple screen sizes with viewports; Chapter 3: Advanced 2D Graphics; Introduction; Achieving juicy effects with particles; Frame buffers and image composition; Welcome to the world of shaders; Passing parameters into shader programs; 2D depth of field shader; Embedding a Libgdx window into a Java desktop application; Chapter 4: Detecting User Input; Introduction; Detecting user input via event polling. Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer. JSON serialization and deserializationChapter 6: Font Rendering; Introduction; Generating and rendering bitmap fonts; Baking effects into fonts using Hiero; Scaling friendly font rendering with distance fields; Dynamic font effects using distance fields; Chapter 7: Asset Management; Introduction; Getting to know AssetManager; Asynchronous asset loading; Creating custom asset loaders; Managing groups of assets for bigger games; Chapter 8: User Interfaces with Scene2D; Introduction; Introducing the Scene2D API; Widget collection overview; Creating a basic menu screen using tables. Skin customizationCreating new widgets; Chapter 9: The 2D Maps API; Introduction; Creating maps with Tiled and loading them into Libgdx; Adding and querying map metadata; Developing your own map loaders and renderers; Chapter 10: Rigid Body Physics with Box2D; Introduction; Introducing Box2D; Introducing more complex shapes; Introducing joints; Real-life joints example -- bike simulator; Reacting to collisions; Sensors and collision filtering; Querying the world; Building a physics world from level data; Implementing a deferred raycaster; The fixed timestep approach. Chapter 11: Third-party Libraries and Extras. If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Video games Design. Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Jeux vidéo Programmation. Animation par ordinateur. Jeux vidéo Conception. Infographie. computer animation. aat computer graphics. aat GAMES Reference. bisacsh GAMES Travel Games. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Computer graphics fast Sánchez, Alberto Cejas. has work: Libgdx cross-platform game development cookbook (Text) https://id.oclc.org/worldcat/entity/E39PCY3DRmJKbDXqg4fmwdHFqP https://id.oclc.org/worldcat/ontology/hasWork Print version: Márquez, David Saltares. Libgdx Cross-platform Game Development Cookbook. Birmingham : Packt Publishing, ©2014 9781783287291 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=881077 Volltext |
spellingShingle | Márquez, David Saltares Libgdx Cross-platform Game Development Cookbook. Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Diving into Libgdx; Introduction; Setting up a cross-platform development environment; Creating a cross-platform project; Understanding the project structure and application life cycle; Updating and managing project dependencies; Using source control on a Libgdx project with Git; Importing and running the Libgdx official demos; Chapter 2: Working with 2D Graphics; Introduction; Texture rendering with SpriteBatch; More effective rendering with regions and atlases. Taking advantage of Libgdx spritesRendering sprite-sheet-based animations; Understanding orthographic cameras; Using ShapeRenderer for debug graphics; Handling multiple screen sizes with viewports; Chapter 3: Advanced 2D Graphics; Introduction; Achieving juicy effects with particles; Frame buffers and image composition; Welcome to the world of shaders; Passing parameters into shader programs; 2D depth of field shader; Embedding a Libgdx window into a Java desktop application; Chapter 4: Detecting User Input; Introduction; Detecting user input via event polling. Detecting user input via event listeningManaging multiple listeners at once; Detecting more complex gestures; Introducing the controllers API; Input mapping for cross-platform development; Chapter 5: Audio and File I/O; Introduction; Playing short sound effects; Audio streaming for background music; Optimizing audio files to reduce download sizes; Procedural audio generators; Engine sounds with dynamic audio; The 2D space sound system; The first approach to file handling in Libgdx; Using preferences to store game states and options; The XML parsing primer. JSON serialization and deserializationChapter 6: Font Rendering; Introduction; Generating and rendering bitmap fonts; Baking effects into fonts using Hiero; Scaling friendly font rendering with distance fields; Dynamic font effects using distance fields; Chapter 7: Asset Management; Introduction; Getting to know AssetManager; Asynchronous asset loading; Creating custom asset loaders; Managing groups of assets for bigger games; Chapter 8: User Interfaces with Scene2D; Introduction; Introducing the Scene2D API; Widget collection overview; Creating a basic menu screen using tables. Skin customizationCreating new widgets; Chapter 9: The 2D Maps API; Introduction; Creating maps with Tiled and loading them into Libgdx; Adding and querying map metadata; Developing your own map loaders and renderers; Chapter 10: Rigid Body Physics with Box2D; Introduction; Introducing Box2D; Introducing more complex shapes; Introducing joints; Real-life joints example -- bike simulator; Reacting to collisions; Sensors and collision filtering; Querying the world; Building a physics world from level data; Implementing a deferred raycaster; The fixed timestep approach. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Video games Design. Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Jeux vidéo Programmation. Animation par ordinateur. Jeux vidéo Conception. Infographie. computer animation. aat computer graphics. aat GAMES Reference. bisacsh GAMES Travel Games. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Computer graphics fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 http://id.loc.gov/authorities/subjects/sh85029478 https://id.nlm.nih.gov/mesh/D003196 |
title | Libgdx Cross-platform Game Development Cookbook. |
title_auth | Libgdx Cross-platform Game Development Cookbook. |
title_exact_search | Libgdx Cross-platform Game Development Cookbook. |
title_full | Libgdx Cross-platform Game Development Cookbook. |
title_fullStr | Libgdx Cross-platform Game Development Cookbook. |
title_full_unstemmed | Libgdx Cross-platform Game Development Cookbook. |
title_short | Libgdx Cross-platform Game Development Cookbook. |
title_sort | libgdx cross platform game development cookbook |
topic | Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Computer animation. http://id.loc.gov/authorities/subjects/sh85029478 Video games Design. Computer graphics. Computer Graphics https://id.nlm.nih.gov/mesh/D003196 Jeux vidéo Programmation. Animation par ordinateur. Jeux vidéo Conception. Infographie. computer animation. aat computer graphics. aat GAMES Reference. bisacsh GAMES Travel Games. bisacsh Computer animation fast Computer games Design fast Video games Programming fast Computer graphics fast |
topic_facet | Video games Programming. Computer animation. Video games Design. Computer graphics. Computer Graphics Jeux vidéo Programmation. Animation par ordinateur. Jeux vidéo Conception. Infographie. computer animation. computer graphics. GAMES Reference. GAMES Travel Games. Computer animation Computer games Design Video games Programming Computer graphics |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=881077 |
work_keys_str_mv | AT marquezdavidsaltares libgdxcrossplatformgamedevelopmentcookbook AT sanchezalbertocejas libgdxcrossplatformgamedevelopmentcookbook |