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Paperback Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders Book

ISBN: B0FJR8JXGW

ISBN13: 9798293716906

Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders

Hands-On 2D Game Creation with LibGDX & Java: From Code-First Game Loops to Optimized Assets and Custom Shaders

Do you want to build a professional-grade 2D game from scratch, without wrestling a scene editor? Morgan Higgins delivers an action-packed, code-first guide that empowers you to master LibGDX and Java by writing every loop, asset pipeline, and shader yourself. Say goodbye to drag-and-drop black boxes: this book hands you the proven recipes studios use, wrapped around a single, evolving codebase.

What you'll find inside

A step-by-step walkthrough of setting up a Gradle-powered LibGDX project for desktop, Android, HTML5, and iOS.

A rock-solid, frame-rate-independent game loop that separates update and rendering logic.

A bulletproof AssetManager workflow for loading textures, TextureAtlases, BitmapFonts, audio, and Tiled maps, both synchronously and asynchronously.

In-depth examples of SpriteBatch, TextureRegion, and TextureAtlas usage to minimize draw calls and maximize performance.

Custom GLSL shaders and post-processing techniques, from simple wave distortions to full-screen sepia and blur effects via FrameBuffers.

Box2D physics integration: body creation, fixtures, collision filters, sensors, and joints (revolute, prismatic, distance) with real-time debug overlays.

Dynamic particle systems driven by ParticleEffect and TextureRegion sequences, complete with pooling and performance tips.

Studio-style lighting via Box2DLights: point, cone, and directional lights, attenuation tuning, ambient control, and lights attached directly to Box2D bodies.

Input handling for keyboard, mouse, touch, and gamepad, plus a polished Scene2d UI layer with Table layout and Skin-driven styling.

CI/CD workflows using GitHub Actions, Git LFS asset versioning, and automated release scripts for desktop and mobile targets.

By the end of this book, you will

Architect and optimize a cross-platform 2D game pipeline.

Write your own custom shaders and post-processing passes.

Deliver smooth physics, lighting, and particles on any hardware.

Streamline asset loading, reduce draw calls, and debug like a pro.

Ready to claim full control over your game's code, performance, and visuals? Grab your copy of Hands-On 2D Game Creation with LibGDX & Java today and start shipping polished 2D games tomorrow

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