Table of Contents
- Developer's Guide
- Introduction
- Goals & Features
- Community & Support
- Contributing
- Games Build with Libgdx
- Prerequisites
- Project Setup, Running & Debugging
- Manual Project Setup
- Maven Integration
- Using libgdx with IntelliJ IDEA
- Using libgdx with Android Studio
- Using libgdx with other JVM languages
- iOS Notes
- Working from Source
- The Application Framework
- The Life-Cycle
- Starter Classes & Configuration
- Querying
- Logging
- Threading
- Interfacing with Platform-specific Code
- A Simple Game
- File Handling
- Preferences
- Input Handling
- Configuration & Querying
- Mouse, Touch & Keyboard
- Gesture Detection
- Simple Text Input
- Accelerometer
- Compass
- Vibrator
- Cursor Visibility & Catching
- Back and Menu Key Catching
- On-screen Keyboard
- Memory Managment
- Audio
- Graphics
- Configuration & Querying
- Fullscreen & VSync
- Continuous & Non-Continuous Rendering
- Clearing the Screen
- OpenGL ES Support
- Configuration & Querying
- Direct Access
- Utility Classes
- 2D Graphics
- SpriteBatch, TextureRegions, and Sprite
- Clipping, with the use of ScissorStack
- Orthographic Camera
- Mapping Touch Coordinates
- NinePatches
- Bitmap Fonts
- Using TextureAtlases
- Pixmaps
- Packing Atlases Offline
- Packing Atlases at Runtime
- 2D Particle Effects
- Tile Maps
- scene2d
- 3D Graphics
- Quick Start
- Basic 3D
- Loading Models
- Loading a Scene
- Perspective Camera
- Picking
- Managing Your Assets
- Utilities
- Math Utilities
- Interpolation
- Vectors, Matrices, Quaternions
- Circles, Planes, Rays, etc.
- Bounding Volumes
- Intersection & Overlap Testing
- Physics
- Tools
- Extensions
- gdx-audio
- gdx-freetype
- Deploying your Application
- Building Libgdx
- Articles
- AdMob in Libgdx
- Swarm in Libgdx
- Getting Help
- External Tutorials
- Bundling a JRE
- Saved Game Serialization
- Deprecated (May be outdated)
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