Book Image

Building a 3D Game with LibGDX

Book Image

Building a 3D Game with LibGDX

Overview of this book

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!
Table of Contents (12 chapters)

Screens


We already have a screen that renders the game, and all it needs to work and have gameplay. Now, we will need to add other common screens (unless you go with an original design). For our game, we'll need: a main menu screen, a loading screen (to avoid weird freezes), and a leaderboards screen.

Main menu screen

Our main menu screen needs to have some basic items such as a background, a title, a play button, a leaderboards button, and a quit button. We won't get into more details because we are building a prototype so we'll only include the primary features.

We will first change Core.java to make it read our main menu screen before launching the actual game screen:

Core.java to make it read our main menu screen before launching the actual game screen:

public class Core extends ApplicationAdapter { 
   ... 
   @Override 
   public void create() { 
       ... 
       setScreen(new MainMenuScreen(this)); 
   } 
  ... 
} 

Let's create...