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LibGDX Game Development
By Example
Learn how to create your very own game using the
LibGDX cross-platform framework
James Cook
BIRMINGHAM - MUMBAI
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LibGDX Game Development By Example
Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval
system, or transmitted in any form or by any means, without the prior written
permission of the publisher, except in the case of brief quotations embedded in
critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book is
sold without warranty, either express or implied. Neither the author, nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
First published: August 2015
Production reference: 1210815
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78528-144-0
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Credits
Author
James Cook
Reviewers
Pavel Czempin
Lévêque Michel
Sudarshan Shetty
Acquisition Editors
Subho Gupta
James Jones
Content Development Editor
Nikhil Potdukhe
Technical Editor
Abhishek R. Kotian
Copy Editor
Pranjali Chury
Indexer
Monica Ajmera Mehta
Graphics
Dan Smallman
Jason Monteiro
Production Coordinator
Arvindkumar Gupta
Cover Work
Arvindkumar Gupta
Project Coordinator
Mary Alex
Proofreader
Safis Editing
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About the Author
James Cook
is a Java software developer from London, England. He is currently
touring Australia. He has developed software ranging from banking and mobile
applications to games. He has worked for large gaming companies, such as
Electronic Arts, Playfish, and Plumbee.
During the day, he can be found working on rapid application prototyping for
new social casino experiences. However, during the night, he collaborates with his
longtime working partner, Dan Smallman, for Super Cookie Games to create games
such as Super Bomb Noms, OMG Dancer!, and Betamax—Sherbet Plains.
Super Cookie Games started out as a simple endeavor for James and Dan to learn
how to make games and deliver them to Android, iOS, and the Web. Choosing
LibGDX as the platform was a key component for the success of this duo, with
six different games across three app stores culminating in 50,000 downloads—a
testament to LibGDX and its brilliant feature set and ability.
I would like to thank Dan because our teamwork over the last
4 years and our continuous efforts to try out new things while
making games led me to write this book. I would like to thank
Barry Cranford, who first put me in touch with Dan many years ago.
I would also like to thank James Jones and Nikhil Potdukhe at Packt
Publishing; without them, this book would not have been possible.
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