Building a 3D game with LibGDX : learn how to build an exciting 3D game with LibGDX from scratch 🔍
Sebastian Di Giuseppe, Andreas Kruhlmann, Elmar Van Rijnswou
Packt Publishing, Limited, Packt Publishing, Birmingham, UK, 2016
英语 [en] · PDF · 38.3MB · 2016 · 📘 非小说类图书 · 🚀/lgli/lgrs/nexusstc/zlib · Save
描述
Key Features * Implement an exhaustive list of features that LibGDX unleashes to build your 3D game.
* Write, test, and debug your application on your desktop and deploy them on multiple platforms.
* Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX.
Book Description LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms
You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX’s 3D rendering API main features and talk about the camera used for 3D. Followed by which you will build a basic 3D game with Shapes, including Basic gameplay mechanics and Basic UI. Next you will go through Modeling, Rigging, and Animation in Blender. The book will then talk about refining mechanics, new input implementations, implementing Enemy 3D models, mechanics, and gameplay balancing. The later part of the book will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on different platforms.
What you will learn * Setup libgdx project on Intellij IDEA
* Explore the perspective Camera used in the game.
* Learn basic 3D mechanics Bullet Physics API, Scene2D and implementing 3D shapes
* Load and managing game assets
* Implement 3D models with animations, bones (rigs), and textures.
* Manage and implement sound effects and Background music.
* Recognize, test and deploy the game across platforms.
About the Author **Sebastian Di Giuseppe** started back in 2011 with Java Game Development and Native Android Development. With a huge passion, he spent a lot of time learning the different areas of game development, exploring on programming areas, and creating prototypes of all kinds for several platforms. With a good plan on improvement while having a full time job as an Android Developer, he also spends a lot of time on the forum java-gaming.org learning and making contacts. He joined forces with a graphic designer and a musician to peruse more professional tasks, and updates on their work which led him to meet a team of developers called who called themselves Deeep Games. With them, he made a step up and also learned Project and Product Management. With time, he joined and consulted other game development teams on management and processes. Seba now works as a full time Project and Product Manager and you can see him hangout on the Indie Game Developers facebook group posting updates on prototypes, ideas, or recruiting for future projects. You can follow Seba in his LinkedIn profile at https://ar.linkedin.com/in/sebadigiuseppe or his facebook profile at https://www.facebook.com/sebastian.digiuseppe.54.
* Write, test, and debug your application on your desktop and deploy them on multiple platforms.
* Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX.
Book Description LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms
You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX’s 3D rendering API main features and talk about the camera used for 3D. Followed by which you will build a basic 3D game with Shapes, including Basic gameplay mechanics and Basic UI. Next you will go through Modeling, Rigging, and Animation in Blender. The book will then talk about refining mechanics, new input implementations, implementing Enemy 3D models, mechanics, and gameplay balancing. The later part of the book will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on different platforms.
What you will learn * Setup libgdx project on Intellij IDEA
* Explore the perspective Camera used in the game.
* Learn basic 3D mechanics Bullet Physics API, Scene2D and implementing 3D shapes
* Load and managing game assets
* Implement 3D models with animations, bones (rigs), and textures.
* Manage and implement sound effects and Background music.
* Recognize, test and deploy the game across platforms.
About the Author **Sebastian Di Giuseppe** started back in 2011 with Java Game Development and Native Android Development. With a huge passion, he spent a lot of time learning the different areas of game development, exploring on programming areas, and creating prototypes of all kinds for several platforms. With a good plan on improvement while having a full time job as an Android Developer, he also spends a lot of time on the forum java-gaming.org learning and making contacts. He joined forces with a graphic designer and a musician to peruse more professional tasks, and updates on their work which led him to meet a team of developers called who called themselves Deeep Games. With them, he made a step up and also learned Project and Product Management. With time, he joined and consulted other game development teams on management and processes. Seba now works as a full time Project and Product Manager and you can see him hangout on the Indie Game Developers facebook group posting updates on prototypes, ideas, or recruiting for future projects. You can follow Seba in his LinkedIn profile at https://ar.linkedin.com/in/sebadigiuseppe or his facebook profile at https://www.facebook.com/sebastian.digiuseppe.54.
备用文件名
lgli/Building a 3D Game with LibGDX - Giuseppe, Sebastian Di.pdf
备用文件名
lgrsnf/Building a 3D Game with LibGDX - Giuseppe, Sebastian Di.pdf
备用文件名
zlib/Computers/Programming/Sebastian Di Giuseppe, Andreas Kruhlmann, Elmar Van Rijnswou/Building a 3D Game with LibGDX_7225239.pdf
备选作者
Giuseppe, Sebastian Di, Kruhlmann, Andreas, Rijnswou, Elmar van
备选作者
Sebastián Di Giuseppe
备用版本
Community experience distilled, Birmingham, UK, 2016
备用版本
United Kingdom and Ireland, United Kingdom
备用版本
Birmingham, England, 2016
备用版本
1, 2016
元数据中的注释
lg2846805
元数据中的注释
{"isbns":["1785288415","9781785288418"],"last_page":234,"publisher":"PACKT Publishing Limited"}
备用描述
Cover
Copyright
Credits
About the Author
Table of Contents
Preface
Chapter 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
Chapter 2: An Extra Dimension
Camera techniques
Drawing a cube
Translation
Rotation
Scaling
Summary
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Index
Copyright
Credits
About the Author
Table of Contents
Preface
Chapter 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
Chapter 2: An Extra Dimension
Camera techniques
Drawing a cube
Translation
Rotation
Scaling
Summary
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Chapter 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
Index
备用描述
<p>Learn how to build an exciting 3D game with LibGDX from scratch<br></p><p>About This Book<br></p><ul> <li>Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. </li> <li>Write, test, and debug your application on your desktop and deploy them on multiple platforms. </li> <li>Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. </li></ul><p>Who This Book Is For<br></p><p>If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated.<br></p><p>What You Will Learn<br></p><ul> <li>Learn the potential of LibGDX in game development </li> <li>Understand the LibGDX architecture and explore platform limitation and variations </li> <li>Explore the various approaches for game development using LibGDX </li> <li>Learn about the common mistakes and possible solutions of development </li> <li>Discover the 3D workflow with Blender and how it works with LibGDX </li> <li>Implement 3D models along with textures and animations into your games </li> <li>Familiarize yourself with Scene2D and its potential to boost your game's design </li></ul><p>In Detail<br></p><p>LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms<br></p><p>You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D.<br></p><p>Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing.<br></p><p>The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want!<br></p><p>Style and approach<br></p><p>A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorporate into your 3D game<br></p>
备用描述
Learn how to build an exciting 3D game with LibGDX from scratch About This Book Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. Write, test, and debug your application on your desktop and deploy them on multiple platforms. Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn Learn the potential of LibGDX in game development Understand the LibGDX architecture and explore platform limitation and variations Explore the various approaches for game development using LibGDX Learn about the common mistakes and possible solutions of development Discover the 3D workflow with Blender and how it works with LibGDX Implement 3D models along with textures and animations into your games Familiarize yourself with Scene2D and its potential to boost your game's design In Detail LibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will teach readers how the LibGDX framework uses its 3D rendering API with the OpenGL wrapper, in combination with Bullet Physics, 3D Particles, and Shaders to develop and deploy a game application to different platforms You will start off with the basic Intellij environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API main features and talk about the camera used for 3D. Our next step is to put everything together to build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through modeling, rigging, and animation in Blender. We will then talk about refining mechanics, new input implementations, implementing enemy 3D models, mechanics, and gameplay balancing. The later part of this title will help you to manage secondary resources like audio, music and add 3D particles in the game to make the game more realistic. You will finally test and deploy the app on a multitude of different platforms, ready to start developing your own titles how you want! Style and approach A step by step guide on building a 3D game with LibGDX and implementing an exhaustive list of features that you would wish to incorpo..
备用描述
About This BookImplement an exhaustive list of features that LibGDX unleashes to build your 3D game.Write, test, and debug your application on your desktop and deploy them on multiple platforms.Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX.Who This Book Is ForIf you are a game developer or enthusiast who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is required.What You Will LearnLearn the potential of LibGDX in game developmentUnderstand the LibGDX architecture and explore platform limitation and variationsExplore the various approaches for game development using LibGDXLearn about the common mistakes and possible solutions in development with LibGDXDiscover the 3D workflow with Blender and its combination with LibGDXImplement 3D models along with textures and animations into your gamesFamiliarize yourself with Scene2D and its potential to boost your game's designIn DetailLibGDX is a hugely popular open source, cross-platform, Java-based game development framework built for the demands of cross-platform game development. This book will explain how the LibGDX framework uses its 3D rendering API with the OpenGL to develop and deploy a game application to different platforms.You will start with the basic IntelliJ environment, workflow and set up a LibGDX project with necessary APIs for 3D development. You will then go through LibGDX's 3D rendering API's main features and talk about the camera used for 3D. Following this, you will build a basic 3D game with Shapes, including basic gameplay mechanics and basic UI. Next you will go through Modeling, Rigging, and Animation in Blender. The book will then talk about refining mechanics and new input implementations. The later part of the book will help you manage secondary resources such as audio, music, and adding 3D particles to the game to make the game more realistic. You will finally test and deploy the app on different platforms.
开源日期
2020-11-22
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