LibGDX

LibGDX Tutorial 3B: Simple Animation

Previous Part Table Of Contents Next Part   Back in Tutorial 3 I created a simple animation using a Timer and setting the frame manually from a TextureAtlas.  This is not the ideal way to perform animation using LibGDX and was done to illustrate how to use a TextureAtlas, not how to perform animation.  Instead […]

LibGDX Tutorial 3C: Scene management

Previous Part Table Of Contents Next Part   So far we’ve look at what Scene2D provides in terms of Actors, Actions as well as handling input, now we will look at some of the scene management functionality it provides.  One of the very powerful capabilities of Scene2D is grouping.  Let’s jump right in with an […]

LibGDX Tutorial 9: Scene2D Part 4–UI Skins

Previous Part Table Of Contents Next Part   One of the nicest features of Scene2D is the UI layer built over top of it.  Scene2D.ui provides a series of widgets that make creating a UI an breeze, something often lacking in game development libraries.  That said, there is one very confusing stumbling block before you […]

LibGDX Tutorial 10: Basic networking

Previous Part Table Of Contents Next Part   We are going to look at networking for your LibGDX application.  Networking in LibGDX is relatively primitive, supporting only socket communications.  In many cases though, that’s more than enough.  We are going to implement a very simple socket based chat application.  The code is heavily commented, so […]

A quick look at Tiled. An open source 2D level editor

Previous Part Table Of Contents Next Part   One very common requirement for even the most simple game is a level editor.  The level of sophistication required varies massively from game to game but a lot of the functionality is pretty common.  At the very base level, you need a tool to layout the graphics […]

LibGDX Tutorial 1: Creating an initial project

Table Of Contents Next Part   In case you’ve never heard of it, LibGDX is a Java based game library capable of targeting iOS, Android, Desktop ( Windows, Mac and Linux ) and HTML5.  It provides a full suite of 2D game functionality including Input, Graphics, Fonts,  Physics, Storage and increasingly, 3D.  So basically LibGDX […]

LibGDX Tutorial 11: Tiled Maps Part 1: Simple Orthogonal Maps

Previous Part Table Of Contents Next Part   If you’ve never used Tiled read this first!   In this tutorial part we are going to look at loading orthogonal maps in LibGDX.  Orthogonal basically means “at a right angle to” which is a fancy way of saying the camera is looking straight at the scene.  […]

LibGDX Tutorial 3: Basic graphics

Previous Part Table Of Contents Next Part   This is the part people always find the most fun, the actual act of putting graphics up on screen.  Let’s start with about the simplest project that we can.   We are going to display this sprite (created in this tutorial):   On screen.  One important thing […]

LibGDX Tutorial Part 12: Using GLSL Shaders (and creating a Mesh)

Previous Part Table Of Contents Next Part   In this part of the LibGDX tutorial series we are going to take a look at using GLSL shaders.  GLSL standards for OpenGL Shader Language and since the move from a fixed to programmable graphics pipeline, Shader programming has become incredibly important.  In fact, every single thing […]

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