LibGDX game development by example : learn how to create your very own game using the LibGDX cross-platform framework

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Détails bibliographiques
Auteur principal: Cook, James (1983-....). (Auteur)
Support: E-Book
Langue: Anglais
Publié: Birmingham : Packt Publishing, 2015.
Collection: Open source*.
Sujets:
Autres localisations: Voir dans le Sudoc
Résumé: 4e de couv. : "LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5. With a vast feature set on offer, there isn't a game that can't be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively. This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you'll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You'll explore how to introduce a font to optimize text, and with the help of a game that you'll create, you'll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move. In the final sample game of the book, you'll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided. Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem."
Accès en ligne: Accès à l'E-book
Lien: Collection principale: Open source* : community experience distilled
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100 1 |0 (IdRef)195579984  |1 http://www.idref.fr/195579984/id  |a Cook, James  |d (1983-....).  |4 aut.  |e Auteur 
245 1 0 |a LibGDX game development by example :  |b learn how to create your very own game using the LibGDX cross-platform framework   |c James Cook. 
264 1 |a Birmingham :  |b Packt Publishing,  |c 2015. 
336 |b txt  |2 rdacontent 
337 |b c  |2 rdamedia 
337 |b b  |2 isbdmedia 
338 |b ceb  |2 RDAfrCarrier 
490 1 |a Community experience distilled 
500 |a La pagination de l'édition imprimée correspondante est de 280 p. 
504 |a Index. 
506 |a L'accès complet à la ressource est réservé aux usagers des établissements qui en ont fait l'acquisition 
520 |a 4e de couv. : "LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5. With a vast feature set on offer, there isn't a game that can't be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively. This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you'll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You'll explore how to introduce a font to optimize text, and with the help of a game that you'll create, you'll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move. In the final sample game of the book, you'll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided. Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem." 
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650 0 |a Computer games  |x Development.  |2 lc 
650 0 |a Computer games  |x Programming.  |2 lc 
650 0 |a Computer graphics.  |2 lc 
760 0 |t Open source* : community experience distilled  |d Birmingham : Packt publishing, 2013  |w (ABES)172618363 
830 0 |a Open source*.  |f 2013 
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