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What this book covers

Chapter 1, Setting Up Your Development Environment, will cover everything we need to install in order to have a workflow.

Chapter 2, An Extra Dimension, will go over the differences between a 2D and a 3D camera, and then set up a base to work with and draw primitive shapes.

Chapter 3, Working toward a Prototype, will go over the creation of a prototype, from the creation of a level with enemies, chase mechanics, physics, collisions, a user interface, and a mechanism to defend ourselves from the enemies.

Chapter 4, Preparing Visuals, will walk us through the basics of how to use Blender and go step by step through how to create a representative model for our game.

Chapter 5, Starting to Look Like an Actual Game, will help you prepare and import the model created in the previous chapter as well as from other sources. We will also get collision shapes from a static model and add basic shadows.

Chapter 6, Spicing Up the Game, will help you polish your game a little by adding a particle system and some UI Tweening. You will also work a bit on the performance of the game and explore the .NET API, brought by LibGDX, by adding online Leaderboards.

Chapter 7, Final Words, will demonstrate deploying games on various platforms and some basic troubleshooting. This chapter will also help you identify the platform we are running the game on, and finally, talk about room for improvement.

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