LibGDX

LibGDX Tutorial Part 17: Viewports

  Previous Part Table Of Contents     In the previous tutorial we looked at how to use a camera with LibGDX to abstract away resolution differences so you are no longer using pixel coordinates.  This however doesn’t really help you all that much if your aspect ratios are massively different.  Fortunately LibGDX implements the […]

LibGDX Tutorial Part 16: Cameras

  Previous Part Table Of ContentsNext Part   In this tutorial we are going to look at how to use Cameras ( and in the next, Viewports ) in LibGDX.  I will admit, I am a bit late in covering this topic, as I should have covered it much earlier in the series.  In fact, […]

LibGDX Tutorial 2: Hello World

Previous Part Table Of Contents Next Part   There is an old law, possibly predating the age of man, that all tutorials must start with Hello World.  I am nothing if not law abiding, so therefore let’s create a Hello World app.  Hello World is generally one of the simplest programs you can create, you […]

LibGDX Tutorial Part 14: Gamepad support

  Previous Part Table Of Contents Next Part   Today we are going to look at adding game pad support into LibGDX, specifically the XBox 360 controller.  Why the Xbox 360 controller?  Well, it’s the controller that I ( and 90% of other PC gamers it seems ) own.  You should be able to modify […]

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 […]

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