Chapter 2. An Extra Dimension

Now that everything is set up, we can move onto the more interesting stuff, (the reason you bought this book), work in three dimensions! This requires new camera techniques: the third dimension adds a new axis instead of having just the x and y grid; a slightly different workflow, and lastly, new render methods are required to draw our game. In this chapter, you'll learn the basics of this workflow to have a sense of what's coming, such as moving, scaling, materials, environment, and some others, and we will move systematically between them, one step at a time.

In this chapter, we will cover the following topics:

  • Camera techniques
  • Workflow
  • LibGDX's 3D rendering API
  • Math

Camera techniques

The goal of this book is to successfully ...

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