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LibGDX Game Development , by Example, by James Cook
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Learn how to create your very own game using the libGDX cross-platform framework
About This Book- Learn the core features of libGDX to develop your own exciting games
- Explore game development concepts through example projects
- Target games for major app stores quickly and easily with libGDX's cross-platform functionality
This book is intended for those who wish to learn the concepts of game development using libGDX. An understanding of Java and other programming languages would definitely be helpful, although it is not a must.
What You Will Learn- Create and configure a libGDX project to get started with making games
- Get to grips with a simple game loop that will drive your games
- Manage game assets to reduce code duplication and speed up development
- Pack game assets together into single assets to increase your game's performance
- Display textures on the screen and manipulate them with play input
- Play various types of sounds that a game can generate
- Design and modify a game user interface with libGDX's built-in tools
- Develop a game that will run across various platforms
LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5.
With a vast feature set on offer, there isn't a game that can't be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively.
This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you'll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You'll explore how to introduce a font to optimize text, and with the help of a game that you'll create, you'll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move.
In the final sample game of the book, you'll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided.
Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem.
Style and approachWith this book you'll learn game development with libGDX through example game projects. You'll finish the book with a thorough understanding of libGDX game development, along with completed games that you'll have built yourself.
- Sales Rank: #1915201 in Books
- Published on: 2015-08-26
- Released on: 2015-08-26
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x .64" w x 7.50" l, 1.07 pounds
- Binding: Paperback
- 280 pages
About the Author
James Cook
James Cook is a Java software developer from London, England. He is currently touring Australia. He has developed software ranging from banking and mobile applications to games. He has worked for large gaming companies, such as Electronic Arts, Playfish, and Plumbee. During the day, he can be found working on rapid application prototyping for new social casino experiences. However, during the night, he collaborates with his longtime working partner, Dan Smallman, for Super Cookie Games to create games such as Super Bomb Noms, OMG Dancer!, and Betamax―Sherbet Plains. Super Cookie Games started out as a simple endeavor for James and Dan to learn how to make games and deliver them to Android, iOS, and the Web. Choosing LibGDX as the platform was a key component for the success of this duo, with six different games across three app stores culminating in 50,000 downloads―a testament to LibGDX and its brilliant feature set and ability.
Most helpful customer reviews
4 of 4 people found the following review helpful.
A great, up-to-date LibGDX guide
By Tim and Michelle
LibGDX has quickly become the darling of the cross-platform game development world for those ideas that need a bit more power than HTML5 and mobile wrappers can provide. The issue with most books I have found is not actually in the books, but in LibGDX itself. It has been moving and evolving so fast that many of the books on the market today are already outdated. They either use the old project setup method, which is much more difficult and not recommended or the text is so out of date the instructions are worthless.
But with word in the LibGDX community that the codebase is stabilizing, this new book fits the bill very well. Going through the initial setup, the pictures and instructions matched-up perfectly, and hopefully will for a long time now that the work flow is more mature. I had no problem setting up my environment at all following this book, and I was also happy to see the author using Jetbrains IDEs (although you can still use Eclipse, and the author describes how).
One of the main things I enjoyed about this book is the multi-game style. Most game dev books are in one of two camps: build one larger game through the whole book, or several smaller games. I tend to prefer the latter, since you get to see more varied solutions to a wide variety of problems. It also allows the author to mold each game around the topic being discussed. The only downside is that you have a bit of boilerplate setup for each game before you can tackle the star topic, but the author does re-use code from earlier chapters, and the code is of course available for download if you don't want to keep going through the setup each time.
An important distinction that potential readers would probably want to know up-front is that most of the book assumes deployment to desktop platforms. There is a nice treatment near the end that discusses porting to mobile devices, so you aren't left out in the cold, but it will take a bit of self-guided research to completely convert all the games in the book to mobile format (mostly centering around touch input and mobile design itself). Since most developers are likely coming to LibGDX to learn mobile development, that is kind of surprising, but I did not feel the need to remove a star since this book will still get you 95% of the way there. Learning the core of LibGDX is the largest hurdle, and this book fits that bill nicely.
In conclusion, I highly recommend this book for learning the basics of LibGDX. It is a fairly short, easy read that still tackles a ton of topics. You may still need a bit of outside research if your aim is mobile game development, but you will have the foundation to do that. Plus, every other book on LibGDX is woefully outdated save for Packt's other book on the topic, "Learning LibGDX Game Development, 2nd Edition". I would still rather choose this book, though, because it is a faster, easier read that will get you at your keyboard working on your own games faster. However, the true scholars among us may want to read this book cover-to-cover first and then grab Learning LibGDX 2nd Ed and pick through some of the chapters on more advanced topics and cross-platform mobile development. You would really be prepared for anything following that path!
2 of 2 people found the following review helpful.
This is an excellent book for the beginner.
By duriej
If you know a bit of Java and are interested in game development then this is the book to get.
It has clear concise examples of games and takes you through step by step so you can see how they come together.
I wish I had had this book two years ago it would have saved me a lot of time.
5 of 6 people found the following review helpful.
Wait I'm lost!
By Jorge Menjivar
Too many mistakes inside this book. It teaches good concepts, however sometimes it skips important things. This book is supposed to be for beginner but then it leaves us lost for a couple of minutes. I had to check the source code more than 4 times so far because the boom adds code without even letting you know of it. And when you follow the instructions it won't run because you don't have the whole code. The code can only be found in the source code folder or the next chapters. I don't know if I got the first version without anything fixed inside the book because I got it from Amazon, but I checked and double checked and there are not any pages missing.
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