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Chapter 1. Getting to Know LibGDX

Creating games is fun, and that is why I like to do it. The process of having an idea for a game to actually delivering it has changed over the years. Back in the 1980s, it was quite common that the top games around were created by either a single person or a very small team. However, anyone who is lucky enough (in my opinion) to see games grow from being quite a simplistic affair to the complex beast that the now AAA titles are, must have also seen the resources needed for these grow with them. The advent of mobile gaming reduced the barrier for entry; once again, the smaller teams could produce a game that could be a worldwide hit! Now, there are games of all genres and complexities available across major gaming platforms.

Due to this explosion in the number of games being made, new general-purpose game-making tools appeared in the community. Previously, the in-house teams built and maintained very specific game engines for their games; however, this would have led to a lot of reinventing the wheel. I hate to think how much time I would have lost if for each of my games, I had to start from scratch.

Now, instead of worrying about how to display a 2D image on the screen, I can focus on creating that fun player experience I have in my head. My tool of choice? LibGDX.

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