Book Image

Learning Libgdx Game Development

By : Andreas Oehlke, Andreas Oehlke
Book Image

Learning Libgdx Game Development

By: Andreas Oehlke, Andreas Oehlke

Overview of this book

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.
Table of Contents (19 chapters)
Learning Libgdx Game Development
About the Author
About the Reviewers

Chapter 11. Advanced Programming Techniques

In this chapter we will take a look at Box2D, a physics engine for simulating realistic-looking physics of the objects in 2D space. After we have covered the basics of how to use Box2D, we will move on and create a little physics simulation that is going to be triggered at the end of the level. For this to work, we will also need to add a new level object that represents the level's end.

After that, we will look into the topic of shader programs. Shaders, in general, are simple programs that are going to be executed on the Graphics Processing Unit (GPU). We will create our own shader program consisting of a vertex and a fragment shader to achieve a simple monochrome filter effect.

Physics engines, such as Box2D and programming shaders, are very complex topics. Each deserves at least one book on their own to get hold of their gist. Nonetheless, this chapter is meant to give you a first push in the right direction on how to approach these broad topics...