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Learning LibGDX Game Development- Second Edition

You're reading from   Learning LibGDX Game Development- Second Edition Wield the power of the LibGDX framework to create a cross-platform game

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783554775
Length 478 pages
Edition 1st Edition
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Authors (2):
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Suryakumar B Nair Suryakumar B Nair
Author Profile Icon Suryakumar B Nair
Suryakumar B Nair
Andreas Oehlke Andreas Oehlke
Author Profile Icon Andreas Oehlke
Andreas Oehlke
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Toc

Table of Contents (16) Chapters Close

Preface 1. Introduction to LibGDX and Project Setup FREE CHAPTER 2. Cross-platform Development – Build Once, Deploy Anywhere 3. Configuring the Game 4. Gathering Resources 5. Making a Scene 6. Adding the Actors 7. Menus and Options 8. Special Effects 9. Screen Transitions 10. Managing the Music and Sound Effects 11. Advanced Programming Techniques 12. Animations 13. Basic 3D Programming 14. Bullet Physics Index

3D frustum culling

In a 3D world, we have a lot of objects everywhere. However, only a small number of objects will be visible in the scene. Rendering all objects, including those that are not visible, can be a waste of our processing time and resources and will affect the speed of the game. Hence, we should only render those objects that are actually visible to the camera and ignore all other objects that are outside the field of view of the camera. This is known as frustum culling and there are several ways to accomplish this.

First, let's add an array of cars. The updated scene will look like this:

3D frustum culling

The MyModelTest.java file is as follows:

public class MyModelTest extends ApplicationAdapter  {
...
   public Array<ModelInstance> instances = new Array<ModelInstance>();

   @Override
   public void create() {
          environment = new Environment();
          environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
          environment.add...
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