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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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LibGDX Tutorial 13: Physics with Box2D Part 1: A Basic Physics Simulations.

Previous Part Table Of Contents Next Part   Today we are going to look at implementing physics in LibGDX.  This technically isn’t part of LibGDX itself, but instead is implemented as an extension.  The physics engine used in LibGDX is the popular Box2D physics system a library that has been ported to basically every single […]

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LibGDX Tutorial 13: Physics with Box2D Part 2: Force, Impulses and Torque

Previous Part Table Of Contents Next Part   In the previous tutorial part we look at creating about the simplest physics simulation possible in LibGDX and Box2D, a single object affected by gravity.  In this tutorial we are going to take things one step further and apply force, impulses and torque ( and no gravity […]

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LibGDX LibGDX Tutorial 13: Physics with Box2D Part 4: Controlling collisions using filters

Previous Part Table Of Contents Next Part   Remember in our earlier example where we used a ContactListener to check for a collision between two types of FixtureDef and how ungainly the check was?  Remember when I said there was a much better way of doing this?  Well, welcome the the better way, Filters.   […]

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LibGDX Video Tutorial Series

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, […]

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