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Libgdx Cross-Platform Game Development Cookbook : (Record no. 42476)

MARC details
000 -LEADER
fixed length control field 11506nam a22004933i 4500
001 - CONTROL NUMBER
control field EBC1827596
003 - CONTROL NUMBER IDENTIFIER
control field MiAaPQ
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240729123141.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cnu||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 240724s2014 xx o ||||0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781783287307
Qualifying information (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781783287291
035 ## - SYSTEM CONTROL NUMBER
System control number (MiAaPQ)EBC1827596
035 ## - SYSTEM CONTROL NUMBER
System control number (Au-PeEL)EBL1827596
035 ## - SYSTEM CONTROL NUMBER
System control number (CaPaEBR)ebr10962336
035 ## - SYSTEM CONTROL NUMBER
System control number (CaONFJC)MIL660671
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)894790699
040 ## - CATALOGING SOURCE
Original cataloging agency MiAaPQ
Language of cataloging eng
Description conventions rda
-- pn
Transcribing agency MiAaPQ
Modifying agency MiAaPQ
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672 .M384
082 0# - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 793.9326696
245 10 - TITLE STATEMENT
Title Libgdx Cross-Platform Game Development Cookbook :
Remainder of title Harness LibGDX to Create Cross-Platform 2D Games with More Than 75 Practical Recipes Covering Everything from AI to Building LibGDX Bitmap Fonts.
250 ## - EDITION STATEMENT
Edition statement 1st ed.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Birmingham :
Name of producer, publisher, distributor, manufacturer Packt Publishing, Limited,
Date of production, publication, distribution, manufacture, or copyright notice 2014.
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Date of production, publication, distribution, manufacture, or copyright notice ©2014.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource (626 pages)
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Media type code c
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Carrier type code cr
Source rdacarrier
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Intro -- Libgdx Cross-platform Game Development Cookbook -- Table of Contents -- Libgdx Cross-platform Game Development Cookbook -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Diving into Libgdx -- Introduction -- Setting up a cross-platform development environment -- Getting ready -- How to do it… -- Java Development Kit -- Windows and Mac users -- GNU/Linux users -- Eclipse -- Android SDK -- Mac users -- GNU/Linux users -- All users -- Eclipse plugins -- XCode -- Fixing character encoding and line endings -- Making sure everything is in order -- How it works… -- There's more… -- See also -- Creating a cross-platform project -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Understanding the project structure and application life cycle -- Getting ready -- How to do it… -- Using logging to get to know the application life cycle -- Starter classes and configuration -- Desktop starter -- Android starter -- HTML starter -- iOS starter -- How it works… -- There's more… -- Living comfortably with ApplicationAdapter -- Managing a multiscreen application with Game -- See also -- Updating and managing project dependencies -- Getting ready -- How to do it… -- Gradle build file primer -- Updating existing dependencies -- Adding Libgdx extensions -- Bullet -- Core -- Desktop -- Android -- iOS -- FreeTypeFont -- Core -- Desktop -- Android -- iOS -- Controllers -- Core -- Desktop -- Android -- HTML5 -- Box2D -- Core -- Desktop.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Android -- iOS -- HTML5 -- Tools -- Core -- Desktop -- AI -- Core -- Android -- HTML -- Adding external repositories -- Adding additional file dependencies -- Managing GWT dependencies -- There's more… -- See also -- Using source control on a Libgdx project with Git -- Getting ready -- How to do it… -- How it works… -- Basic operations -- Git branches -- Gitignore files -- There's more… -- See also -- Importing and running the Libgdx official demos -- Getting ready -- How to do it… -- How it works… -- There's more… -- 2. Working with 2D Graphics -- Introduction -- Texture rendering with SpriteBatch -- Getting ready -- How to do it… -- How it works… -- 2D rendering using 3D techniques -- Coordinate system and camera setup -- Assets location in Libgdx -- Draw order -- Texture filters -- There's more… -- See also -- More effective rendering with regions and atlases -- Getting ready -- How to do it… -- Packing PNG files into an atlas -- Rendering regions of an atlas -- How it works… -- Atlas file format -- How SpriteBatch works -- A note on texture size limitations -- There's more… -- See also -- Taking advantage of Libgdx sprites -- Getting ready -- How to do it… -- How it works… -- There's more… -- Using bounds for collision detection -- See also -- Rendering sprite-sheet-based animations -- Getting ready -- How to do it… -- How it works… -- There's more… -- Using different play modes -- Checking when an animation has finished -- Handling a character with many animations -- See also -- Understanding orthographic cameras -- Getting ready -- How to do it… -- How it works… -- There's more… -- Rendering UI on top of the game world -- Split screen -- See also -- Using ShapeRenderer for debug graphics -- Getting ready -- How to do it… -- Rendering lines -- Rendering circles -- Rendering rectangles -- Rendering points -- Rendering triangles -- How it works….
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note There's more… -- See also -- Handling multiple screen sizes with viewports -- Getting ready -- How to do it… -- How it works… -- There's more… -- Getting the most out of Viewport -- Working with two cameras and viewports -- Floating elements -- Build your own Viewport implementation -- See also -- 3. Advanced 2D Graphics -- Introduction -- Achieving juicy effects with particles -- Getting ready -- How to do it… -- The basics of Particle Editor -- Rendering particle effects with Libgdx -- How it works… -- There's more… -- See also -- Frame buffers and image composition -- Getting ready -- How to do it… -- How it works… -- There's more… -- Welcome to the world of shaders -- Getting ready -- How to do it… -- How it works… -- Data types -- Vertex attributes -- Uniforms -- OpenGL ES precision specifiers -- There's more… -- The sepia effect -- Inverted colors -- Passing parameters into shader programs -- Getting ready -- How to do it… -- How it works… -- There's more… -- Detecting shader compiler errors -- More efficient uniform settings -- 2D depth of field shader -- Getting ready -- How to do it… -- There's more… -- See also -- Embedding a Libgdx window into a Java desktop application -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- 4. Detecting User Input -- Introduction -- Detecting user input via event polling -- Getting ready -- How to do it… -- How it works… -- There's more… -- Checking input availability -- Showing the on-screen keyboard -- Detecting user input via event listening -- Getting ready -- How to do it… -- Event polling versus event listening -- How it works… -- There's more… -- Managing multiple listeners at once -- Getting ready -- How to do it… -- How it works… -- See also -- Detecting more complex gestures -- Getting ready -- How to do it… -- How it works… -- There's more… -- Gesture polling.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Introducing the controllers API -- Getting ready -- How to do it… -- Including the controllers extension -- Enumerating controllers -- Controller state polling -- Controller event listening -- How it works… -- There's more… -- Controller mappings -- Handling disconnections -- See also -- Input mapping for cross-platform development -- Getting ready -- How to do it… -- Input contexts -- Input profiles -- Event notifications with InputActionListener -- Input mapping in action -- How it works… -- There's more… -- 5. Audio and File I/O -- Introduction -- Playing short sound effects -- Getting ready -- How to do it… -- How it works… -- There's more… -- Handling sounds individually -- Changing the volume -- Creating looping sounds -- Managing effect priorities -- See also -- Audio streaming for background music -- Getting ready -- How to do it… -- How it works… -- There's more… -- Checking the playback state -- Looping the background music -- See also -- Optimizing audio files to reduce download sizes -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Procedural audio generators -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Engine sounds with dynamic audio -- Getting ready -- How to do it… -- How it works… -- There's more… -- Controlling direction through panning -- Music transitions -- See also -- The 2D space sound system -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- The first approach to file handling in Libgdx -- Getting ready -- How to do it… -- Retrieving basic information from files -- Traversing tree structures -- Writing to and reading from files -- Copying and deleting files and directories -- How it works… -- There's more… -- Creating temporary files -- Filtering directory listings -- File streaming -- See also.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Using preferences to store game states and options -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- The XML parsing primer -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- JSON serialization and deserialization -- Getting ready -- How to do it… -- Reading objects from JSON -- Writing objects to JSON -- Manual JSON parsing -- How it works… -- There's more… -- The Serializable interface -- The Serializer interface -- See also -- 6. Font Rendering -- Introduction -- Generating and rendering bitmap fonts -- Getting ready -- How to do it… -- Using Hiero to generate bitmap font files -- Rendering bitmap font files with Libgdx -- How it works… -- There's more… -- See also -- Baking effects into fonts using Hiero -- Getting ready -- How to do it… -- How it works… -- See also -- Scaling friendly font rendering with distance fields -- Getting ready -- How to do it… -- Generating distance field fonts with Hiero -- Distance field fonts shader -- Rendering distance field fonts in Libgdx -- How it works… -- There's more… -- Dynamic font effects using distance fields -- Getting ready -- How to do it… -- How it works… -- There's more… -- 7. Asset Management -- Introduction -- Getting to know AssetManager -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Asynchronous asset loading -- Getting ready -- How to do it… -- How it works… -- There's more… -- See also -- Creating custom asset loaders -- Getting ready -- How to do it… -- Writing our own asset type -- Writing our own asset loader -- Summarizing... -- How it works… -- There's more… -- See also -- Managing groups of assets for bigger games -- Getting ready -- How to do it… -- Giving shape to the idea -- Empowering AssetManager -- How it works… -- There's more… -- See also -- 8. User Interfaces with Scene2D.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Introduction.
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Description based on publisher supplied metadata and other sources.
590 ## - LOCAL NOTE (RLIN)
Local note Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Java (Computer program language).
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games -- Programming.
655 #4 - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic books.
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Print version:
Main entry heading
Title Libgdx Cross-Platform Game Development Cookbook
Place, publisher, and date of publication Birmingham : Packt Publishing, Limited,c2014
International Standard Book Number 9781783287291
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN)
Corporate name or jurisdiction name as entry element ProQuest (Firm)
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1827596">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1827596</a>
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