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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Static lighting


An effect that really enhances the mood of any video game is some lighting model, either static or dynamic. Static lighting deals specifically with pre-rendered lightmap layers which, when blended with the map layers, can produce a very nice effect of having light sources baked into the rendered textures. Dynamic lighting gives nice shadow effects to objects as well as light sources that are calculated every frame. Dynamic lighting is much more involved than static lighting, dealing with writing shaders (code segments) that are sent to the rendering pipeline and eventually rasterized in the framebuffer. Due to the extra computation overhead as well as additional complexity involved, we will focus in this section simply on implementing a simple static lighting model that gives you the biggest gains for minimum amount of work.

The following screenshot (Figure 6) shows three separate screens representing the different parts of the process when implementing static lighting:

Figure...

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