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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

Implementing a deferred raycaster

The Querying the world recipe is a good proof of the potential of raycasting within a physics game environment. However, sometimes you might perform too many simultaneous queries within the same game loop iteration, so the CPU is not able to process them fast enough and makes a small freeze visible on the screen.

A solution would be to implement a queue of raycast queries, ordered by priority, with the particularity of having a limited time per frame to dispatch as much as it can, keeping the rest for future iterations. The higher the priority, the sooner it will be executed.

Getting ready

In order to keep things tidy, the code will be split into two files:

  • RayCastManager.java to implement the deferred raycaster
  • Box2DDefereedRaycasterSample.java shows a practical usage case of the aforementioned class

If you do not feel comfortable with world queries, I strongly suggest you to go back and review the Querying the world recipe.

How to do it…

This recipe will...

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