Hands-On 2D Game Creation with LibGDX & Java - Bookswagon UAE
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Home > Computing and Information Technology > Computer programming / software engineering > Games development and programming > Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders(Codequest: Game Engines Unlocked)
Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders(Codequest: Game Engines Unlocked)

Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders(Codequest: Game Engines Unlocked)


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About the Book

Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders Do you want to build a professional-grade 2D game from scratch, without wrestling a scene editor? Morgan Higgins delivers an action-packed, code-first guide that empowers you to master LibGDX and Java by writing every loop, asset pipeline, and shader yourself. Say goodbye to drag-and-drop black boxes: this book hands you the proven recipes studios use, wrapped around a single, evolving codebase. What you'll find inside A step-by-step walkthrough of setting up a Gradle-powered LibGDX project for desktop, Android, HTML5, and iOS. A rock-solid, frame-rate-independent game loop that separates update and rendering logic. A bulletproof AssetManager workflow for loading textures, TextureAtlases, BitmapFonts, audio, and Tiled maps, both synchronously and asynchronously. In-depth examples of SpriteBatch, TextureRegion, and TextureAtlas usage to minimize draw calls and maximize performance. Custom GLSL shaders and post-processing techniques, from simple wave distortions to full-screen sepia and blur effects via FrameBuffers. Box2D physics integration: body creation, fixtures, collision filters, sensors, and joints (revolute, prismatic, distance) with real-time debug overlays. Dynamic particle systems driven by ParticleEffect and TextureRegion sequences, complete with pooling and performance tips. Studio-style lighting via Box2DLights: point, cone, and directional lights, attenuation tuning, ambient control, and lights attached directly to Box2D bodies. Input handling for keyboard, mouse, touch, and gamepad, plus a polished Scene2d UI layer with Table layout and Skin-driven styling. CI/CD workflows using GitHub Actions, Git LFS asset versioning, and automated release scripts for desktop and mobile targets. By the end of this book, you will Architect and optimize a cross-platform 2D game pipeline. Write your own custom shaders and post-processing passes. Deliver smooth physics, lighting, and particles on any hardware. Streamline asset loading, reduce draw calls, and debug like a pro. Ready to claim full control over your game's code, performance, and visuals? Grab your copy of Hands-On 2D Game Creation with LibGDX & Java today and start shipping polished 2D games tomorrow!


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Product Details
  • ISBN-13: 9798293716906
  • Publisher: Independently Published
  • Publisher Imprint: Independently Published
  • Height: 254 mm
  • No of Pages: 270
  • Returnable: N
  • Spine Width: 14 mm
  • Weight: 526 gr
  • ISBN-10: 8293716908
  • Publisher Date: 23 Jul 2025
  • Binding: Paperback
  • Language: English
  • Returnable: N
  • Series Title: Codequest: Game Engines Unlocked
  • Sub Title: From Code-First Game Loops to Optimized Assets and Custom Shaders
  • Width: 178 mm


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Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders(Codequest: Game Engines Unlocked)
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Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders(Codequest: Game Engines Unlocked)
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