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)

What's missing from our game?


There are a lot of things that we can include and improve in our apps to make our game more appealing for players; listed are some points that you can keep in mind while creating your own game.

More platforms

We know that LibGDX supports several platforms, such as desktop, Android, iPhone, HTML, and even OUYA. Every platform has its own tricks and as seen in the Analog sticks on mobile and platform recognition of Chapter 6, Spicing Up the Game, sometimes we also need to write specific code. For this, there's options such as interfaces between platforms that load classes depending on the platform where the app is being run (see mobile ads for LibGDX). Other things that can limit development on platforms are, for example, to deploy an iPhone, you need to use Mac OS X with XCode; and for our specific purpose, Bullet Physics is not available on HTML.

You may want to consider deploying to several platforms at the same time. Taken directly from https://libgdx.badlogicgames...