Chapter 11. Third-party Libraries and Extras

In this chapter, we will cover the following recipes:

  • Making libraries compatible with GWT
  • Managing platform-specific code
  • Smooth animations with Universal Tween Engine
  • Dynamic 2D lighting with Box2DLights
  • Adding support for localization
  • Finite state machine and messaging
  • Component-based entity systems with Ashley
  • Skeletal animations with Spine

Introduction

Libgdx itself is a creature, easy to domesticate but the best part is that it has plenty of good friends with whom it's difficult to get bored.

One of the beauties of open source software is the community contribution, a symbiosis where everybody wins. Along with this chapter, we will go through the most famous third-party libraries and extras without forgetting that you can also contribute. Moreover, some pieces of advice to help you reach all the target platforms are covered. All these tips apply to games and applications too.

While you are following this chapter, you will become proficient in using external libraries so that you will be able to use them in real-life work, or even when you have to make them compatible with all target platforms.

Most of the topics covered are not explained with the same level of detail as the former chapters since the goal here is to give some visibility to the libraries as well as to help you become familiar with them.

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