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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

Avoiding unnecessary render calls with frustum culling

Rendering is the most essential operation within a video game. However, it is not a cheap process, as it requires sending data from memory to the GPU as well as a sequence of steps within your GPU to transform the input data into the final 2D image.

This input data consists of vertices that are no more than points with extra attached information, such as texture coordinates. They will serve as a base for constructing basic shapes.

The following is a summarized and simplified screenshot about this process:

Avoiding unnecessary render calls with frustum culling

Here is a brief but concise explanation:

  • Vertex shader: The main goal of this option is processing the aforementioned vertices. Additionally, it works as a walkway for later steps to receive important attributes such as color and texture coordinates.
  • Shape assembly: This option joins those vertices in order to form primitive shapes.
  • Geometry shader: This option evaluates the primitives passed from the previous step, and modifies them if...
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