Page Index - sinistersnare/libgdx GitHub Wiki
343 page(s) in this GitHub Wiki:
- Home
- Table of Contents
- Wiki Style Guide
- 2D Animation
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- 2D Particle Editor
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- 2d particle effects
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- 3D animations and skinning
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- 3D Particle Effects
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- a note from the translation
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- A simple game
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- Accelerometer
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- Actions
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- Admob in libgdx
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- Airpush in Libgdx
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- Artificial Intelligence
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- Asset manager
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- Audio
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- Back and menu key catching
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- Bitmap fonts
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- Box2d
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- Build Infrastructure Setup
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- Building libgdx from source
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- Bullet physics
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- Bullet Wrapper Contact callbacks
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- Bullet Wrapper Custom classes
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- Bullet Wrapper Debugging
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- Bullet Wrapper Setup
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- Bullet Wrapper Using models
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- Bullet Wrapper Using the wrapper
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- Bundling a jre
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- Circles, planes, rays, etc.
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- Clearing the screen
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- Clipping, with the use of scissorstack
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- Collections
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- Color Markup Language
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- Community & Support
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- Compass
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- Configuration & querying
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- Continuous & non continuous rendering
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- Contributing
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- Controllers
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- Creating and texturing 3d models in blender for libgdx
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- Cursor visibility & catching
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- Dependency management with Gradle
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- Deploying as an Applet
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- Deploying your application
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- Distance field fonts
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- Event handling
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- Excelsior JET and libGDX
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- Extending the simple game
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- External tutorials
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- File handling
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- File module
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- Frame buffer objects
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- Fullscreen & vsync
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- Games built with libgdx
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- Gdx audio
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- Gdx freetype
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- Gesture detection
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- Getting help
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- Goals & Features
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- Google Mobile Ads in Libgdx (replaces deprecated AdMob)
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- Google Play Game Services in LibGDX
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- Google Summer of Code 2014
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- Gradle and Eclipse
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- Gradle and Intellij IDEA
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- Gradle and NetBeans
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- Gradle on the Commandline
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- Graphics
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- Graphics module
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- Gwt notes
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- Gwt super dev mode
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- Hello world
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- Hiero
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- Importing Blender models in LibGDX
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- Improving workflow with Gradle
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- Input handling
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- Integrating libgdx and the device camera
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- Intel RealSense Integration
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- Interfacing with platform specific code
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- Internationalization and Localization
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- Interpolation
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- Introduction
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- Ios notes
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- jnigen
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- Logging
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- Managing your assets
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- Manual project setup
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- Material and environment
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- Math utilities
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- Maven integration
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- Memory management
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- Mesh, color & texture
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- Meshes
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- Message Handling
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- ModelBatch
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- ModelBuilder, MeshBuilder and MeshPartBuilder
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- Models
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- Modules overview
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- Mouse, touch & keyboard
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- My First Triangle (Example)
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- Networking
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- Nextpeer in libgdx
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- Ninepatches
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- On screen keyboard
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- Opengl es support
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- Orthographic camera
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- Packing atlases at runtime
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- Packing atlases offline
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- Page
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- Path Editor
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- Path interface & Splines
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- Physics
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- Pixmaps
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- Playing pcm audio
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- Polling
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- Preferences
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- Profiling
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- ProGuard DexGuard and libGDX
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- Project Setup Gradle
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- Project setup, running & debugging
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- Projection, viewport, & camera
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- Querying
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- Quick start
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- Reading & writing JSON
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- Reading & writing xml
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- Recording pcm audio
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- Reflection
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- Release Process
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- Rendering shapes
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- Robovm notes
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- Running Demos
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- Running demos & tests
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- Running Tests
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- Saved game serialization
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- Scene2d
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- Scene2d.ui
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- Screen & viewport
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- Setting up your Development Environment (Eclipse, Intellij IDEA, NetBeans)
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- Shaders
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- Simple text input
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- Skin
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- Sound effects
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- Spritebatch, Textureregions, and Sprites
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- Starter classes & configuration
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- State Machine
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- Streaming music
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- Swarm in libgdx
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- Table
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- Table Of Contents
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- Take a Screenshot
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- Texture packer
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- Textures & textureregions
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- Textures, textureregion and spritebatch
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- The application framework
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- The life cycle
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- Third party services
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- Threading
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- Tile maps
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- Universal Tween Engine
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- Updating LibGDX
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- Using libgdx with android studio
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- Using libgdx with Clojure
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- Using libgdx with intellij idea
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- Using libgdx with other jvm languages
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- Using libgdx with Python
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- Using libgdx with Scala
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- Using textureatlases
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- Vectors, matrices, quaternions
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- Vibrator
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- Video tutorials
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- Viewports
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- Wiki Style Guide
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