Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders
Do you want to build a professional-grade 2D game from scratch, without wrestling a scene editor? Morgan Higgins delivers an action-packed, code-first guide that empowers you to master LibGDX and Java by writing every loop, asset pipeline, and shader yourself. Say goodbye to drag-and-drop black boxes: this book hands you the proven recipes studios use, wrapped around a single, evolving codebase.
What you’ll find inside
A step-by-step walkthrough of setting up a Gradle-powered LibGDX project for desktop, Android, HTML5, and iOS.
A rock-solid, frame-rate-independent game loop that separates update and rendering logic.
A bulletproof AssetManager workflow for loading textures, TextureAtlases, BitmapFonts, audio, and Tiled maps, both synchronously and asynchronously.
In-depth examples of SpriteBatch, TextureRegion, and TextureAtlas usage to minimize draw calls and maximize performance.
Custom GLSL shaders and post-processing techniques, from simple wave distortions to full-screen sepia and blur effects via FrameBuffers.
Box2D physics integration: body creation, fixtures, collision filters, sensors, and joints (revolute, prismatic, distance) with real-time debug overlays.
Dynamic particle systems driven by ParticleEffect and TextureRegion sequences, complete with pooling and performance tips.
Studio-style lighting via Box2DLights: point, cone, and directional lights, attenuation tuning, ambient control, and lights attached directly to Box2D bodies.
Input handling for keyboard, mouse, touch, and gamepad, plus a polished Scene2d UI layer with Table layout and Skin-driven styling.
CI/CD workflows using GitHub Actions, Git LFS asset versioning, and automated release scripts for desktop and mobile targets.
By the end of this book, you will
Architect and optimize a cross-platform 2D game pipeline.
Write your own custom shaders and post-processing passes.
Deliver smooth physics, lighting, and particles on any hardware.
Streamline asset loading, reduce draw calls, and debug like a pro.
Ready to claim full control over your game’s code, performance, and visuals? Grab your copy of Hands-On 2D Game Creation with LibGDX & Java today and start shipping polished 2D games tomorrow!
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Paperback. Zustand: new. Paperback. Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom ShadersDo you want to build a professional-grade 2D game from scratch, without wrestling a scene editor? Morgan Higgins delivers an action-packed, code-first guide that empowers you to master LibGDX and Java by writing every loop, asset pipeline, and shader yourself. Say goodbye to drag-and-drop black boxes: this book hands you the proven recipes studios use, wrapped around a single, evolving codebase.What you'll find insideA step-by-step walkthrough of setting up a Gradle-powered LibGDX project for desktop, Android, HTML5, and iOS.A rock-solid, frame-rate-independent game loop that separates update and rendering logic.A bulletproof AssetManager workflow for loading textures, TextureAtlases, BitmapFonts, audio, and Tiled maps, both synchronously and asynchronously.In-depth examples of SpriteBatch, TextureRegion, and TextureAtlas usage to minimize draw calls and maximize performance.Custom GLSL shaders and post-processing techniques, from simple wave distortions to full-screen sepia and blur effects via FrameBuffers.Box2D physics integration: body creation, fixtures, collision filters, sensors, and joints (revolute, prismatic, distance) with real-time debug overlays.Dynamic particle systems driven by ParticleEffect and TextureRegion sequences, complete with pooling and performance tips.Studio-style lighting via Box2DLights: point, cone, and directional lights, attenuation tuning, ambient control, and lights attached directly to Box2D bodies.Input handling for keyboard, mouse, touch, and gamepad, plus a polished Scene2d UI layer with Table layout and Skin-driven styling.CI/CD workflows using GitHub Actions, Git LFS asset versioning, and automated release scripts for desktop and mobile targets.By the end of this book, you willArchitect and optimize a cross-platform 2D game pipeline.Write your own custom shaders and post-processing passes.Deliver smooth physics, lighting, and particles on any hardware.Streamline asset loading, reduce draw calls, and debug like a pro.Ready to claim full control over your game's code, performance, and visuals? Grab your copy of Hands-On 2D Game Creation with LibGDX & Java today and start shipping polished 2D games tomorrow! This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Bestandsnummer des Verkäufers 9798293716906
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Taschenbuch. Zustand: Neu. Neuware - Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders. Bestandsnummer des Verkäufers 9798293716906
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