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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

Using Libgdx features to avoid garbage collection

On one hand, unmanaged languages leave the responsibility of allocating and deallocating memory to the programmer, which allows them to choose the most convenient moment to make use of the required system resources and thus avoiding stuttering.

On the other hand, Java has a double-edged feature that handles the process of deallocating memory automatically whenever an object is no longer in use. This is commonly known as garbage collection. Every now and then, the GC kicks in and checks whether there are unreferenced objects to free up, but this takes time (and can occur in a nonsuitable moment within the game execution).

Sometimes Java programmers rely on its effectiveness and tend to forget about memory stuff when developing for desktop. However, it will not take a lot to realize about the need to manually deal with it when publishing for mobile platforms as their games experience slowdowns from time to time.

Once more, it is important to...

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