LibGDX Tutorial Series
Welcome to the GameFromScratch.com LibGDX tutorial series. Select a link below to expand and view the video. Each video is available in 1080p resolution on YouTube. Where applicable, there will also be a post to a page with full source examples for each tutorial. If you prefer text based tutorials to video, please start here instead.
Configuring Java and Android SDKs for LibGDX Development
Click here to watch in YouTube |
This tutorial walks through setting up a Java development environment for working with LibGDX. We walk through installing the Java JDK, the Android SDK, Google GWT then finally, creating a project with LibGDX.
Using the Eclipse IDE with LibGDX
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This tutorial shows how to use Eclipse with LibGDX. This includes importing your project, configuring the required plugins and running an Android, HTML and Desktop application.
Using the IntelliJ IDE with LibGDX
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This tutorial shows how to use IntelliJ IDEA with LibGDX. This includes importing your project, configuring the required plugins and running an Android, HTML and Desktop application.
Configuring an Android Device for Debugging (Windows Only)
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This quick video shows how to setup your Android device for debugging. It mostly covers the process of installing the required driver so that Eclipse or IntelliJ can see your phone. Also links to a document that instructs you on how to enable Developer Mode on Android 4.x devices.
Hello World! A LibGDX Introduction. Using Sprites and Textures. ( Coding Starts Here )
Click here to watch in YouTube | Blog Post with Source |
In this tutorial we look at coding our very first LibGDX application. We cover the basics of a LibGDX project, project layout and adding assets. We then look at the skeleton project that is created for us, the coordinate systems, loading a texture. Finally we stop by creating a sprite, then look at position, rotating and scaling.
Using Fonts and Text
Click here to watch in YouTube | Blog Post with Source |
This tutorial looks at how you use text in LibGDX. We discuss the difference between TTF and Bitmap fonts, look at creating a font using the Heiro font tool, then look at the code needed to load and display the text in LibGDX. This includes more advanced concepts like text justification, measuring and placement.
Handling Keyboard, Mouse and Touch input
Click here to watch in YouTube | Blog Post with Source |
This video tutorial looks at handling mouse, keyboard and touch input in the LibGDX game engine.
Audio Programming. Sound Effects, Music and Recording
Click here to watch in YouTube | Blog Post with Source |
This video tutorial looks at handling mouse, keyboard and touch input in the LibGDX game engine.
Cameras and Viewports. Dealing with multiple resolutions and aspect ratios
Click here to watch in YouTube | Blog Post with Source |
This video tutorial looks at handling multiple devices with different resolutions and aspect ratios in LibGDX using cameras and viewports. We cover the different camera types available, using one to render a scene using game specific coordinates, then using Viewports to render the best results on the device regardless to aspect ratio.
Gestures. Tapping, panning, zoom, pinching and more
Click here to watch in YouTube | Blog Post with Source |
This video tutorial looks at handling multi touch gestures on mobile devices. This includes the standard pitch to zoom, pinch to rotate, tapping, panning and more. It also looks at handling multiple input handlers at once.
Creating and using Spritesheets with TextureAtlas
Click here to watch in YouTube | Blog Post with Source |
In this video tutorial we look at the process of creating and using a sprite sheet, both process and with code using a TextureAtlas and TextureRegion. We also take a brief look at using CodeAndWeb’s TexturePacker application for those that prefer a GUI.
Introduction to Stage2D
Click here to watch in YouTube | Blog Post with Source |
In this tutorial, the first of a series, we look at using the Scene2D game library built over top of LibGDX. It’s an overview of how Scene2D is used and the basics of creating a Scene2D game.
Stage2D – Actors and Actions
Click here to watch in YouTube | Blog Post with Source |
In this tutorial, the second of a series, we look at using using Actors and Actions with Scene2D.
Stage2D – Grouping and Hit Tests
Click here to watch in YouTube | Blog Post with Source |
In this tutorial, the third of a series, we learn how to organise actors into groups. We also learn how to do hit tests on actors, enabling you to select them via touch or mouse.
Stage2D – UI, Widgets, Layout and Skins
Click here to watch in YouTube | Blog Post with Source |
In this tutorial, the fourth and final of the Scene2D series, we look at using Scene2D to create a UI. This includes using a widget, creating a skin, laying out controls in a table and more. We also look at mixing Scene2D and normal SpriteBatch together, including dealing with multiple input processors.
Sprite Animation
Click here to watch in YouTube | Blog Post with Source |
In this tutorial we look at the process of Sprite animation. We look at two methods of providing sprites for the Animation class, one creating them from an existing texture, the other by loading a texture atlas.
3D Part 1
Click here to watch in YouTube | Blog Post with Source |
In this tutorial we start looking at 3D support in LibGDX. We set up a 3D world, create a simple cube and create a camera, finally showing how to render it all.
3D Part 2: Loading Models and Playing Animations
Click here to watch in YouTube | Blog Post with Source |
In this tutorial we continue to explore working in 3D with LibGDX. This time we look at the process of importing a 3D model using fbx-conv, then write the code to display that model, with animations and all.