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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

Summary

Well, that wraps up Nutty Birds. In this chapter, we looked at object pools and how you can use one to reduce the need to create new objects all the time. We also took time to understand the need for this and the impact that it can have on performance. This is not to say that an object pool is the right answer every time—it isn't. It is a useful tool you now have in your game-making toolbox; the trick is to learn when to use it and when not. Unfortunately, I can't answer this with a straight answer; it really comes down to the game you make and the game mechanics you implement.

Coming up in the next chapter, we move away from making games to look at how to use LibGDX to deliver your game onto different platforms, such as Android, iOS, and HTML5. I look forward to seeing you there!

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