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Libgdx Cross-platform Game Development Cookbook
  • Language: en
  • Pages: 816

Libgdx Cross-platform Game Development Cookbook

If you want to make cross-platform games without the hassle and dangers of writing platform-specific code, or If you are a game programmer who may have some experience with Java and you want to learn everything you need to know about Libgdx to produce awesome work, this is the book for you. To take full advantage of the recipes in this book, you are expected to be familiar with java with good game programming knowledge.

Learning LibGDX Game Development - Second Edition
  • Language: en
  • Pages: 478

Learning LibGDX Game Development - Second Edition

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.

Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy
  • Language: en
  • Pages: 598

Critical CALL – Proceedings of the 2015 EUROCALL Conference, Padova, Italy

The theme of the conference this year was Critical CALL, drawing inspiration from the work carried out in the broader field of Critical Applied Linguistics. The term ‘critical’ has many possible interpretations, and as Pennycook (2001) outlines, has many concerns. It was from these that we decided on the conference theme, in particular the notion that we should question the assumptions that lie at the basis of our praxis, ideas that have become ‘naturalized’ and are not called into question. Over 200 presentations were delivered in 68 different sessions, both in English and Italian, on topics related specifically to the theme and also more general CALL topics. 94 of these were submitted as extended papers and appear in this volume of proceedings.

Building a 3D Game with LibGDX
  • Language: en
  • Pages: 227

Building a 3D Game with LibGDX

Learn how to build an exciting 3D game with LibGDX from scratch About This Book Implement an exhaustive list of features that LibGDX unleashes to build your 3D game. Write, test, and debug your application on your desktop and deploy them on multiple platforms. Gain a clear understanding of the physics behind LibGDX and libraries like OpenGL and WebGL that make up LibGDX. Who This Book Is For If you are a game developer or enthusiasts who want to build 3D games with LibGDX, then this book is for you. A basic knowledge of LibGDX and Java programming is appreciated. What You Will Learn Learn the potential of LibGDX in game development Understand the LibGDX architecture and explore platform limi...

LibGDX Game Development By Example
  • Language: en
  • Pages: 280

LibGDX Game Development By Example

Learn how to create your very own game using the libGDX cross-platform framework About This Book Learn the core features of libGDX to develop your own exciting games Explore game development concepts through example projects Target games for major app stores quickly and easily with libGDX's cross-platform functionality Who This Book Is For This book is intended for those who wish to learn the concepts of game development using libGDX. An understanding of Java and other programming languages would definitely be helpful, although it is not a must. What You Will Learn Create and configure a libGDX project to get started with making games Get to grips with a simple game loop that will drive your...

Blended Learning: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 2308

Blended Learning: Concepts, Methodologies, Tools, and Applications

  • Type: Book
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  • Published: 2016-08-18
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  • Publisher: IGI Global

Traditional classroom learning environments are quickly becoming a thing of the past as research continues to support the integration of learning outside of a structured school environment. Blended learning, in particular, offers the best of both worlds, combining classroom learning with mobile and web-based learning environments. Blended Learning: Concepts, Methodologies, Tools, and Applications explores emerging trends, case studies, and digital tools for hybrid learning in modern educational settings. Focusing on the latest technological innovations as well as effective pedagogical practice, this critical multi-volume set is a comprehensive resource for instructional designers, educators, administrators, and graduate-level students in the field of education.

Centroamericanos y del Caribe
  • Language: es
  • Pages: 460

Centroamericanos y del Caribe

  • Type: Book
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  • Published: 1984
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  • Publisher: Unknown

None

Directory of Personalities of the Cuban Government, Official Organizations, and Mass Organizations
  • Language: en
  • Pages: 1146

Directory of Personalities of the Cuban Government, Official Organizations, and Mass Organizations

  • Type: Book
  • -
  • Published: 1973
  • -
  • Publisher: Unknown

None

Multidisciplinary Perspectives on Human Capital and Information Technology Professionals
  • Language: en

Multidisciplinary Perspectives on Human Capital and Information Technology Professionals

"This book focuses on the IT field from the outlook of industry professionals and covers multidisciplinary themes such as human resource management, sociology, psychology, and management along with technology itself. It emphasizes articles linking theory with application or critically analyzing cases with the objective of identifying good practice in the management of IT human capital"--

Java Game Development with LibGDX
  • Language: en
  • Pages: 439

Java Game Development with LibGDX

  • Type: Book
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  • Published: 2018-01-17
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  • Publisher: Apress

Learn to design and create video games using the Java programming language and the LibGDX software library. Working through the examples in this book, you will create 12 game prototypes in a variety of popular genres, from collection-based and shoot-em-up arcade games to side-scrolling platformers and sword-fighting adventure games. With the flexibility provided by LibGDX, specialized genres such as card games, rhythm games, and visual novels are also covered in this book. Major updates in this edition include chapters covering advanced topics such as alternative sources of user input, procedural content generation, and advanced graphics. Appendices containing examples for game design docume...