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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

Getting to know AssetManager


One of the main advantages of using AssetManager is that resources will be reference counted. This means that they will be allocated in memory just once; it doesn't matter how many times you use it in code. This also includes safe dependency disposal; for instance, if an asset X depends directly on another asset Y, the latter will not be deleted until the former has been disposed of.

In terms of organization and clarity, it is a good point to gather all resources in the same place, so it is a recommended practice to always include AssetManager.

Obvious, but not less important, is the fact that AssetManager allows us to load resources whenever we need them, neither before nor after. We have to bear in mind that Libgdx's target platform can include mobile devices, not only desktop, so we must be aware of the resources and not deliberately waste them.

Getting ready

The sample projects are required to follow this recipe; make sure you already have them in your Eclipse...

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