Index
A
- acceleration variable
- accelerometers
- actions
- actions, execution time
- actor game objects
- actors
- ADT Plugin
- alternative input controls
- ambient light
- Android
- Android API levels
- Android Developer
- Android device
- Android SDK
- animations
- Apple Developer
- application
- application life cycle, LibGDX / LibGDX's application life cycle and interface
- application module
- Application Programming Interface (API) / LibGDX core modules
- as3sfxr
- assets
- audio device
- AudioDevice interface
- audio files
- audio module
- AudioRecorder interface
B
- backends, LibGDX
- background layer
- bfxr generator
- Blender
- body types
- bounds variable
- Box2D
- Box2D, features
- Bullet
- Bullet, with LibGDX
- BulletObjects.java file
- Bullet Physics
- BulletWorld.java file
- bunny head object
C
- camera
- camera debug controls
- CameraHelper class
- Canyon Bunny
- Canyon Bunny, architecture
- Canyon Bunny game
- CanyonBunnyMain class
- Canyon Bunny project
- cfxr generator
- class diagram
- clouds
- clouds object
- code hot swapping
- collision detection
- collision shapes
- community, LibGDX project
- compact color value, in RGBA format
- complex effects
- Constants class
- contact listener
- ContactListener class
- controls layer
- core modules, LibGDX
- create() method
- custom Android application icon
- custom iOS application icon
- custom MotionState class
D
E
- Eclipse
- Eclipse 4.3.2 (Kepler)
- Eclipse Integration Gradle
- environment
- event handling
- example code
- extra lives, game GUI
F
- fade transition effect
- FBX
- FBX converter
- feather icon
- feather object
- files module
- finite state machine
- fixtures
- FPS counter, game GUI
- fragment shaders
- Framebuffer Objects (FBO)
- Freenode
- friction variable
- frustum
- frustum culling
G
- G3DB
- G3DJ
- game
- game assets
- game GUI
- game logic
- about / Kicking your game to life
- adding / Adding the game logic
- collision detection, adding / Adding collision detection
- lives, losing / Losing lives, game over, and fixing the camera
- game over / Losing lives, game over, and fixing the camera
- camera, fixing / Losing lives, game over, and fixing the camera
- game over text, adding / Adding the game over text and the feather icon to the GUI
- feather icon, adding to GUI / Adding the game over text and the feather icon to the GUI
- game objects
- game over
- game over text
- game screen
- game settings
- game world
- Garbage Collector (GC)
- gdx-setup
- gdx-setup-ui
- gdx-setup-ui tool
- gdx-setup.jar file
- Glyph Designer
- GNU Image Manipulation Program (GIMP)
- gold coin object
- Google Web Toolkit (GWT)
- Gradle
- Gradle-based setup
- graphical particle editor
- graphics module
- GWT
H
I
- icons, iOS version
- images
- Info.plist keys
- Inkscape
- input module
- installation, Android SDK
- installation, Eclipse
- installation, Java Development Kit (JDK)
- installation, plugins
- Integrated Development Environment (IDE)
- interface, LibGDX / LibGDX's application life cycle and interface
- interpolation algorithms
- iOS device
- Items.java file
J
- Java Development Kit (JDK)
- Java Perspective
- Java Runtime Environment (JRE)
- Java Virtual Machine (JVM)
- Joint Photographic Experts Group (JPEG)
- JPEG file format
- jumpState, bunny head object
K
- kinematic bodies
- kinematic rigid bodies
L
- Lerp
- level data
- level loader
- LibGDX
- LibGDX 1.2.0
- LibGDX 1.2.0, features
- LibGDX 3D API
- LibGDX backends
- LibGDX installation
- LibGDX reflection
- light sources
- lives
- log levels
- logos layer
- LWJGL
M
- Main loop thread / Multithreading
- manifest file, Android
- materials
- menu screen
- scene, building / Building the scene for the menu screen
- background layer, adding / Adding the background layer
- objects layer, adding / Adding the objects layer
- logos layer, adding / Adding the logos layer
- controls layer, adding / Adding the controls layer
- Options window layer, adding / Adding the Options window layer
- animating / Animating the menu screen
- gold coins, animating / Animating the gold coins and bunny head actors
- bunny head actors, animating / Animating the gold coins and bunny head actors
- menu buttons, animating / Animating the menu buttons and options window
- options window, animating / Animating the menu buttons and options window
- menu UI
- Mesh
- model
- ModelBatch class
- model formats
- ModelInstances
- monochrome filter shader program
- MotionStates
- mountains object
- multiple screens
- music and sound effects
- Music interface
- MyBulletInterface.java file
- MyCollisionWorld.java file
N
O
- objects layer
- old setup tool
- OpenGL (ES) 2.0
- OpenGL ES 2.0 Reference Card
- OpenGL Shading Language (GLSL)
- Options, particle editor
- Options window layer
- orthographic camera
P
- Paint.NET
- parallax scrolling
- particle.png file
- particle editor
- particle editor, properties
- ParticleEffect class, methods
- particle systems
- permissions, Android
- perspective camera
- physics
- Physics Body Editor
- planning, game projects
- player character
- play modes
- plugins
- PNG file format
- point light
- Portable Network Graphics (PNG)
- prerequisites, LibGDX installation
- Programmable Pipeline
- projections
R
- raining carrots
- raster graphics
- ray casting
- ray picking
- red, green, blue, and alpha (RGBA) / Building the game loop
- render() method
- rigid bodies
- rigid bodies, types
- RoboVM
- rock object
S
- scene
- Scene2D
- Scene2D UI
- scene graph
- score, game GUI
- screen transitions, Canyon Bunny game
- sfxr generator
- shaders
- shadow mapping
- shadows
- shapes
- simple test game
- singleton
- skins
- slice transition effect
- slide transition effect
- SM2
- sound generators
- Sound interface
- SoundManager2 (SM2) / WebGL
- spotlight
- starter class
- starter classes
- static bodies
- static imports
- static rigid bodies
- step simulation
T
- TableLayout
- terminalVelocity variable
- Texture Atlas / Running the demo application on Android
- texture atlases
- texture bleeding
- texture packer
- TexturePacker
- TexturePacker-GUI
- time stepping strategies
- transition effects, Canyon Bunny game
U
V
- vector graphics
- velocity variable
- vertex shaders
- vertical synchronization (vsync)
W
- water overlay object
- Wavefront OBJ
- WebGL
- WebGL-capable web browser
- widgets
- WorldController class
- WorldRenderer class
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