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LibGDX Game Development By Example

You're reading from   LibGDX Game Development By Example Learn how to create your very own game using the libGDX cross-platform framework

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781785281440
Length 280 pages
Edition 1st Edition
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Author (1):
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James Cook James Cook
Author Profile Icon James Cook
James Cook
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Table of Contents (13) Chapters Close

Preface 1. Getting to Know LibGDX FREE CHAPTER 2. Let's Get These Snakes Out of This Book! 3. Making That Snake Slick 4. What the Flap Is the Hype About? 5. Making Your Bird More Flightworthy 6. Onto the Next Platform...Game 7. Extending the Platform 8. Why Are All the Birds Angry? 9. Even Angrier Birds! 10. Exporting Our Games to the Platforms 11. Third-party Services Index

Packing textures


Currently, we have our textures as individual files. For a game the size of Flappee Bee, that would normally be OK, since during the game we have four files. However, what would happen if we started adding more and more in-game textures? Eventually, we would start slowing down the game. The reason for this is that the underlying OpenGL is performing something called a bind for every different texture it renders. Binding is relatively expensive. To combat this, we can combine our assets into a single sheet, ah! You might be thinking, "But now I have to know where in the sheet the image is?", "What pixels to cut out?", and "What if they are rotated or white-space trimmed to save space in the image?" Well, fear not; LibGDX has a tool for this that will save us time—TexturePacker.

Note

Here is a link to the LibGDX wiki that will let you look deeper into the Texture Packer tool:

https://github.com/libgdx/libgdx/wiki/Texture-packer

However, before we do this, let me first show you...

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