LEADER 05306nam 2200661 450 001 9910787293603321 005 20230518172348.0 010 $a1-78328-730-6 035 $a(CKB)3710000000271561 035 $a(EBL)1827596 035 $a(SSID)ssj0001411525 035 $a(PQKBManifestationID)11900306 035 $a(PQKBTitleCode)TC0001411525 035 $a(PQKBWorkID)11401394 035 $a(PQKB)10424108 035 $a(Au-PeEL)EBL1827596 035 $a(CaPaEBR)ebr10962336 035 $a(CaONFJC)MIL660671 035 $a(OCoLC)894790699 035 $a(CaSebORM)9781783287291 035 $a(MiAaPQ)EBC1827596 035 $a(PPN)228020840 035 $a(EXLCZ)993710000000271561 100 $a20141111d2014 uy| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aLibgdx cross-platform game development cookbook $eover 75 practical recipes to help you master cross-platform 2D game development using the powerful Libgdx framework /$fDavid Saltares Ma?rquez, Alberto Cejas Sa?nchez 205 $a1st edition 210 1$aBirmingham :$cPackt Publishing,$d2014. 215 $a1 online resource (516 p.) 225 0 $aQuick answers to common problems 300 $aIncludes index. 311 $a1-322-29390-2 311 $a1-78328-729-2 327 $aCover; 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 327 $aTaking 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 327 $aDetecting 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 327 $aJSON 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 327 $aSkin 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 327 $aChapter 11: Third-party Libraries and Extras 330 $aIf 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. 606 $aJava (Computer program language) 606 $aVideo games$xProgramming 615 0$aJava (Computer program language) 615 0$aVideo games$xProgramming. 676 $a793.9326696 700 $aSaltares Ma?rquez$b David$01536417 702 $aCejas Sa?nchez$b Alberto 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910787293603321 996 $aLibgdx cross-platform game development cookbook$93785173 997 $aUNINA