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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

The fixed timestep approach

The Box2D world's inner simulation process advances every frame as the programmer orders in the step function. The specified amount of time will determine the speed of this simulation, having a direct impact on the game experience.

Delimiting a certain number of milliseconds might seem simple but the truth is that there are a good variety of ways to perform this.

The FIX YOUR TIMESTEP! article is the father of this recipe, so do not hesitate to read it at http://gafferongames.com/game-physics/fix-your-timestep/.

Getting ready

Run the code within Box2DFixedTimeStepSample.java, so you will see a scene where boxes fall from the sky and there are three buttons at the bottom. Each of them enable one of the three approaches covered in this recipe: variable timestep, fixed timestep, and fixed timestep with interpolation.

To understand the entire code, you should be familiar with Scene2D and the basis of this chapter. Go back and review if necessary. To simplify things...

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