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Libgdx Cross-platform Game Development Cookbook

You're reading from   Libgdx Cross-platform Game Development Cookbook Harness LibGDX to create cross-platform 2D games with more than 75 practical recipes covering everything from AI to building LibGDX Bitmap fonts

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Product type Paperback
Published in Oct 2014
Publisher
ISBN-13 9781783287291
Length 516 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (15) Chapters Close

Preface 1. Diving into Libgdx FREE CHAPTER 2. Working with 2D Graphics 3. Advanced 2D Graphics 4. Detecting User Input 5. Audio and File I/O 6. Font Rendering 7. Asset Management 8. User Interfaces with Scene2D 9. The 2D Maps API 10. Rigid Body Physics with Box2D 11. Third-party Libraries and Extras 12. Performance and Optimizations 13. Giving Back Index

More effective rendering with regions and atlases


Creating Texture objects from different image files and rendering them with SpriteBatch is the most straightforward way of building scenes with Libgdx. However, it is far from being the most efficient one. Games are real-time, performance-critical applications, and writing efficient systems becomes even more important when dealing with resource-limited platforms such as tablets, phones, or browsers.

Surely drawing a handful of individual images is not going to make a massive impact when running the game on a high-end phone with a dedicated GPU. However, the landscape can rapidly change the second we add different backgrounds, dozens of different characters on screen, particle effects, and so on.

Luckily enough, it is fairly simple to set up our assets and rendering process so that it does the job amazingly fast. The key concept here is drawing thousands of little chunks from a massive texture is preferable than a few individual images. We will...

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