Building a 3D Game with LibGDX
暫譯: 使用 LibGDX 建立 3D 遊戲
Sebastian Di Giuseppe, Andreas Kruhlmann, Elmar van Rijnswou
- 出版商: Packt Publishing
- 出版日期: 2016-08-29
- 售價: $1,470
- 貴賓價: 9.5 折 $1,397
- 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)
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 LibGDX 提供的全面功能列表,以構建您的 3D 遊戲。
- 在桌面上編寫、測試和調試您的應用程序,並將其部署到多個平台。
- 清楚了解 LibGDX 背後的物理學以及構成 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 Java 遊戲開發框架,專為跨平台遊戲開發的需求而構建。本書將教導讀者如何使用 LibGDX 框架的 3D 渲染 API,結合 OpenGL 包裝器、Bullet Physics、3D 粒子和著色器來開發和部署遊戲應用程序到不同平台。
您將從基本的 Intellij 環境開始,工作流程並設置一個包含 3D 開發所需 API 的 LibGDX 項目。接著,您將了解 LibGDX 的 3D 渲染 API 的主要特性,並討論用於 3D 的相機。然後,您將構建一個基本的 3D 遊戲,包含基本的遊戲機制和基本的用戶界面。接下來,您將學習在 Blender 中的建模、綁定和動畫。本書將進一步探討精煉機制、新的輸入實現、實現敵方 3D 模型、機制和遊戲平衡。書籍的後半部分將幫助您管理次要資源,如音頻、音樂,並在遊戲中添加 3D 粒子,使遊戲更具真實感。最後,您將在不同平台上測試和部署應用程序。
您將學到什麼
- 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 Bullet Physics API、Scene2D 和實現 3D 形狀
- 加載和管理遊戲資產
- 實現帶有動畫、骨骼(綁定)和紋理的 3D 模型。
- 管理和實現音效和背景音樂。
- 識別、測試並在各平台上部署遊戲。
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。懷著巨大的熱情,他花了很多時間學習遊戲開發的不同領域,探索編程領域,並為多個平台創建各種原型。在全職擔任 Android 開發者的同時,他也制定了良好的改進計劃,並在論壇 java-gaming.org 上花了很多時間學習和建立聯繫。他與一位平面設計師和一位音樂家聯手,追求更專業的任務,並更新他們的工作,這使他遇到了一個名為 Deeep Games 的開發團隊。與他們合作後,他邁出了更高的一步,並學習了項目和產品管理。隨著時間的推移,他加入並諮詢了其他遊戲開發團隊的管理和流程。Seba 現在擔任全職項目和產品經理,您可以在 Indie Game Developers Facebook 群組中看到他發佈原型、想法或未來項目招募的更新。您可以在他的 LinkedIn 個人資料 https://ar.linkedin.com/in/sebadigiuseppe 或 Facebook 個人資料 https://www.facebook.com/sebastian.digiuseppe.54 上關注 Seba。