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Index
Building a 3D Game with LibGDX Credits About the Author www.PacktPub.com eBooks, discount offers, and more Why subscribe? Preface What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support Downloading the example code Downloading the color images of this book Errata Piracy Questions 1. Setting Up Your Development Environment LibGDX 3D API overview Downloading IntelliJ IDEA Community Edition LibGDX project setup Basic use of IntelliJ IDEA with LibGDX Running the Android app Running the desktop app Summary 2. An Extra Dimension Camera techniques Drawing a cube Translation Rotation Scaling Summary 3. Working toward a Prototype Creating our world Creating our structure Game screen A simple playground Game world Adding visuals Introduction to Ashley Components Model component Systems and Ashley's engine Render system Adding physics and collisions Bullet Physics and Bullet system Creating a scene Movable characters Player component Player system Adding enemies Enemy component Status component Enemy system Enemy collision Making our player able to shoot Scene2D Default skin for Scene2D Health bar Crosshair Displaying scores Pausing the game Game over widget Screens Main menu screen Leaderboards screen and the Settings class Summary 4. Preparing Visuals Setting up Blender Downloading and installing Blender Blender's (very) basics Move gizmo Scale gizmo Rotation gizmo Sketching Game asset pipeline in Blender Modeling UV mapping Texturing First steps to animation - rigging Animation Exporting Summary 5. Starting to Look Like an Actual Game Models usable and ready to deploy with LibGDX Downloading Fbx-Conv Command-line usage Options/flags: Adding our own gun model Converting our gun model file Importing the model, finally! Adding our own static arena Creating our model Importing to our game and getting the collision bounds Enemy models! Getting models from the Internet Preparing for more than one animation Run animation Death animation and system Improving the spawn function Adding a SkyDome Getting the model Implementing Shadows and lights Adding a directional shadow with a light Summary 6. Spicing Up the Game 3D particles and LibGDX 3D particle editor Particle effect types Emitter properties Saving and importing Adding the particle effect and a material attribute Mobile performance Testing on Android Performance improvements on the enemy model Performance improvements and frustum culling UI tweening Online leaderboards and the .NET API Analog sticks on mobile and platform recognition Summary 7. Final Words Deploying to platforms Running and deploying on desktop Running and deploying on Android Troubleshooting common problems Gradle Antivirus IntelliJ What's missing from our game? More platforms Loading screen and loading feature About section Splash screen UI customization and screen transitions Game design Attack system Shaders and shadows across all platforms Shooting lasers Positional audio Publishing Ads Social networks Summary
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