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The first-ever illustrated account of Captain James Cook's epic eighteenth-century voyages, complete with excerpts from his vivid journals.

This is history's greatest adventure story. In 1766, the Royal Society chose prodigal mapmaker and navigator James Cook to lead a South Pacific voyage. His orders were to chart the path of Venus across the sun. That task completed, his ship, the HMS Endeavour, continued to comb the southern hemisphere for the imagined continent Terra Australis. The voyage lasted from 1768 to 1771, and upon Cook's return to London, his journaled accounts of the expedition made him a celebrity. After that came two more voyages for Cook and his crew, followed by Cook's untimely murder by natives in Hawaii. The Voyages of Captain James Cook reveals Cook's fascinating story through excerpts from his journals, as well as illustrations, photography, and supplementary writings.

During Cook's career, he logged more than 200,000 miles - nearly the distance to the moon. And along the way, scientists and artists traveling with him documented exotic flora and fauna, untouched landscapes, indigenous peoples, and much more. In addition to the South Pacific, Cook's voyages took him to South America, Antarctica, New Zealand, the Pacific Coast from California to Alaska, the Arctic Circle, Siberia, the East Indies, and the Indian Ocean. When he set out in 1768, more than one-third of the globe was unmapped. By the time Cook died in 1779, he had created charts so accurate that some were used into the 1990s.

The Voyages of Captain James Cook is a handsome illustrated edition of Cook's selected writings spanning his Pacific voyages, ending in 1779 with the delivery of his salted scalp and hands to his surviving crewmembers. It's bound to enthrall anyone who appreciates history, science, art, and classic adventure.

Learn how to create your very own game using the libGDX cross-platform frameworkAbout This BookLearn the core features of libGDX to develop your own exciting gamesExplore game development concepts through example projectsTarget games for major app stores quickly and easily with libGDX's cross-platform functionalityWho This Book Is For

This book is intended for those who wish to learn the concepts of game development using libGDX. An understanding of Java and other programming languages would definitely be helpful, although it is not a must.

What You Will LearnCreate and configure a libGDX project to get started with making gamesGet to grips with a simple game loop that will drive your gamesManage game assets to reduce code duplication and speed up developmentPack game assets together into single assets to increase your game's performanceDisplay textures on the screen and manipulate them with play inputPlay various types of sounds that a game can generateDesign and modify a game user interface with libGDX's built-in toolsDevelop a game that will run across various platformsIn Detail

LibGDX is a cross-platform game development framework in Java that makes game programming easier and fun to do. It currently supports Windows, Linux, Mac OS X, Android, and HTML5.

With a vast feature set on offer, there isn't a game that can't be made using libGDX. It allows you to write your code once and deploy it to multiple platforms without modification. With cross-platform delivery at its heart, a game can be made to target the major markets quickly and cost effectively.

This book starts with a simple game through which the game update cycle is explained, including loading textures onto your screen, moving them around, and responding to input. From there you'll move on to more advanced concepts such as creating a formal game structure with a menu screen, adding a game screen and loading screen, sprite sheets, and animations. You'll explore how to introduce a font to optimize text, and with the help of a game that you'll create, you'll familiarise yourself with the 2D tile map API to create worlds that scroll as the characters move.

In the final sample game of the book, you'll implement a basic version of an Angry Birds clone, which will allow you to use the physic library box2D that libGDX provides access to. An overview of exporting games to different platforms is then provided.

Finally, you will discover how to integrate third-party services into games and take a sneak peak at the Social Media API to get a basic understanding of how it fits into the libGDX ecosystem.

Style and approach

With this book you'll learn game development with libGDX through example game projects. You'll finish the book with a thorough understanding of libGDX game development, along with completed games that you'll have built yourself.

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