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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 9: Scene2D Part 1

Previous Part Table Of Contents Next Part   In this section we are going to take a look at the Scene2D library.  The first thing you need to be aware of is scene2d is entirely optional!  If you don’t want to use it, don’t.  All the other parts, except the bits built over Scene2D, will […]

LibGDX Tutorial 9: Scene2D Part 2– Actions

Previous Part Table Of Contents Next Part   In the second part of the LibGDX Scene2D tutorial we will now look at Actions.  Actions are a convenient ( and completely optional! ) way to get your game’s Actors to “do stuff”.   Let’s jump straight in to an example: package com.gamefromscratch; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; […]

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 […]

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 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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