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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

Generating and rendering bitmap fonts


While you may be most familiar with TrueType Fonts (TTF), they are not the best supported approach when it comes to font rendering in games; this also applies to the Libgdx environment. Rendering text from a TTF is a costly process because it involves rasterizing the vector representation of the font onto a texture.

Instead, TTF files are baked into textures or bitmap fonts using an offline tool, such as Hiero, as you will see later in this recipe. This way, the graphics system only needs to load a texture and the location of each contained character. Rendering text becomes a lot simpler: rendering multiple regions using additional logic for correct character positioning. Don't worry, Libgdx does all of this for us!

In this recipe, we will create bitmap fonts from TTF files using Hiero, a tool distributed with the Libgdx package. Then, we will use the result to render text in various ways within a Libgdx application.

Note

Libgdx features a FreeType extension...

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