Building a 3D Game with LibGDX

Sebastian Di Giuseppe, Andreas Kruhlmann, Elmar van Rijnswou

  • 出版商: Packt Publishing
  • 出版日期: 2016-08-29
  • 售價: $1,440
  • 貴賓價: 9.5$1,368
  • 語言: 英文
  • 頁數: 234
  • 裝訂: Paperback
  • ISBN: 1785288415
  • ISBN-13: 9781785288418
  • 海外代購書籍(需單獨結帳)

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商品描述

Key Features

  • Implement an exhaustive list of features that LibGDX unleashes to build your 3D game.
  • Write, test, and debug your application on your desktop and deploy them on multiple platforms.
  • Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX.

Book Description

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. Followed by which you will 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. The book will then talk about refining mechanics, new input implementations, implementing Enemy 3D models, mechanics, and gameplay balancing. The later part of the book 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 different platforms.

What you will learn

  • Setup libgdx project on Intellij IDEA
  • Explore the perspective Camera used in the game.
  • Learn basic 3D mechanics Bullet Physics API, Scene2D and implementing 3D shapes
  • Load and managing game assets
  • Implement 3D models with animations, bones (rigs), and textures.
  • Manage and implement sound effects and Background music.
  • Recognize, test and deploy the game across platforms.

About the Author

Sebastian Di Giuseppe started back in 2011 with Java Game Development and Native Android Development. With a huge passion, he spent a lot of time learning the different areas of game development, exploring on programming areas, and creating prototypes of all kinds for several platforms. With a good plan on improvement while having a full time job as an Android Developer, he also spends a lot of time on the forum java-gaming.org learning and making contacts. He joined forces with a graphic designer and a musician to peruse more professional tasks, and updates on their work which led him to meet a team of developers called who called themselves Deeep Games. With them, he made a step up and also learned Project and Product Management. With time, he joined and consulted other game development teams on management and processes. Seba now works as a full time Project and Product Manager and you can see him hangout on the Indie Game Developers facebook group posting updates on prototypes, ideas, or recruiting for future projects. You can follow Seba in his LinkedIn profile at https://ar.linkedin.com/in/sebadigiuseppe or his facebook profile at https://www.facebook.com/sebastian.digiuseppe.54.

商品描述(中文翻譯)


主要特點



  • 實現一個詳盡的功能清單,利用LibGDX來建立你的3D遊戲。

  • 在桌面上編寫、測試和調試應用程序,並在多個平台上部署它們。

  • 深入了解LibGDX背後的物理原理,以及組成LibGDX的OpenGL和WebGL等庫。


書籍描述


LibGDX是一個非常受歡迎的開源、跨平台、基於Java的遊戲開發框架,專為跨平台遊戲開發的需求而建立。本書將教讀者如何使用LibGDX框架的3D渲染API與OpenGL封裝器,結合Bullet Physics、3D粒子和著色器來開發和部署遊戲應用程序到不同的平台。


你將從基本的Intellij環境、工作流程和設置LibGDX項目開始,並使用必要的API進行3D開發。然後,你將瀏覽LibGDX的3D渲染API的主要功能,並討論用於3D的相機。接著,你將使用形狀構建一個基本的3D遊戲,包括基本的遊戲機制和基本的用戶界面。接下來,你將通過Blender進行建模、骨骼綁定和動畫。本書還將討論完善機制、新的輸入實現、實現敵人3D模型、機制和遊戲平衡。書的後半部分將幫助你管理音頻、音樂等次要資源,並在遊戲中添加3D粒子,使遊戲更加逼真。最後,你將在不同平台上測試和部署應用程序。


你將學到什麼



  • 在Intellij IDEA上設置LibGDX項目

  • 探索遊戲中使用的透視相機

  • 學習基本的3D機制,包括Bullet Physics API、Scene2D和實現3D形狀

  • 加載和管理遊戲資源

  • 使用動畫、骨骼(骨架)和紋理實現3D模型

  • 管理和實現音效和背景音樂

  • 識別、測試和部署遊戲到不同平台


關於作者


Sebastian Di Giuseppe於2011年開始從事Java遊戲開發和原生Android開發。他對遊戲開發的各個領域有著濃厚的熱情,花了很多時間學習不同的領域,探索各種平台的原型。在全職擔任Android開發人員的同時,他還花了很多時間在java-gaming.org論壇上學習並建立聯繫。他與一位平面設計師和一位音樂家合作,從事更專業的任務,並更新他們的工作,這使他遇到了一個自稱為Deeep Games的開發人員團隊。在他們的幫助下,他取得了進步,並學習了項目和產品管理。隨著時間的推移,他加入並諮詢其他遊戲開發團隊的管理和流程。Seba現在擔任全職的項目和產品經理,你可以在Indie Game Developers Facebook群組上看到他發布原型、想法或招募未來項目的更新。你可以在他的LinkedIn個人資料頁面https://ar.linkedin.com/in/sebadigiuseppe或他的Facebook個人資料頁面https://www.facebook.com/sebastian.digiuseppe.54上關注Seba。