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)

Sketching


In order to make our assets, we first need an idea of what we want and need for the game. Not only are sketches useful to give a better idea of how we want stuff to look, but you can also put this sketch inside Blender's background if you find this easier to follow the idea.

You can sketch in your drawing software of choice; we will choose by default GraphicsGale (http://www.humanbalance.net/gale/us/download.html). The freeware version is more than enough.

Again, we are only going to focus on the gun in this entire chapter so that you get a better idea about sketching.

This is the model we made for the gun and it is a somewhat simple and alien stylized model. Now let us move on to the next step! The exciting part is coming!

Note

In order to get the assets with all its parts working correctly, you'll have to play around Blender a little bit and then export and import to your application. This process has been explained and simplified as much as possible to fit our needs, but you are...