# LibGDX

## 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 11: Tiled Maps Part 2: Adding a sprite and dealing with layers

Previous Part Table Of Contents Next Part   In the prior tutorial we got a simple top down tile map working.  Now we want to add some character to it, literally.  Depending on your needs this can be laughably simple or somewhat complex.  Let’s take a look at a basic example.  This is building on […]

## LibGDX Tutorial 3: Basic graphics

Previous Part Table Of Contents Next Part   This is the part people always find the most fun, the actual act of putting graphics up on screen.  Let’s start with about the simplest project that we can.   We are going to display this sprite (created in this tutorial):   On screen.  One important thing […]

## 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 […]

## LibGDX Tutorial 4: Handling Input — The mouse and keyboard

Previous Part Table Of Contents Next Part   In this part we are going to look at how you handle mouse and keyboard input in LibGDX.  There are two ways to go about handling input, by polling for it ( as in… “Has anything happened yet? No, ok…  What about now? No, ok… Now?  Yes!  […]

## 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 […]

## LibGDX Tutorial 6: Motion controls

Previous Part Table Of Contents Next Part   In the previous tutorial we looked at handling touch and gesture events.  These days, most mobile devices have very accurate motion detection capabilities, which LibGDX fully supports.  In this example we will look at how to handle motion as well as detect if a device supports certain […]

## 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 […]

## LibGDX Tutorial 8: Audio

Previous Part Table Of Contents Next Part   This section is going to be rather small because, well frankly, LibGDX makes audio incredibly easy.  Unlike previous tutorials, this one is going to contain a number of snippets.  LibGDX supports 3 audio formats: ogg, mp3 and wav.  MP3 is a format that is mired in legal […]

## LibGDX LibGDX Tutorial 13: Physics with Box2D Part 3: Collisions

Previous Part Table Of Contents Next Part   So far we’ve covered creating a simple simulation then how to create physics bodies and apply forces to them now we look at dealing with collisions.  Truth of the matter is, most of the work is just done for us.  Let’s just right in with an example, […]

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