Book Image

Learning Libgdx Game Development

By : Andreas Oehlke, Andreas Oehlke
Book Image

Learning Libgdx Game Development

By: Andreas Oehlke, Andreas Oehlke

Overview of this book

Game development is a field of interdisciplinary skills, which also makes it a very complex topic in many respects. One decision that usually needs to be made at the beginning of a game development processis to define the kind of computer system or platform the game will be developed for. This does not pose any problems in general but as soon as the game should also be able to run on multiple platforms it will become a developer's nightmare to maintain several distinct copies of the same game. This is where the libGDX multi-platform game development framework comes to the rescue! "Learning Libgdx Game Development" is a practical, hands-on guide that provides you with all the information you need to know about the libGDX framework as well as game development in general so you can start developing your own games for multiple platforms. You will gradually acquire deeper knowledge of both, libGDX and game development while you work through twelve easy-to-follow chapters. "Learning Libgdx Game Development" will walk you through a complete game development cycle by creating an example game that is extended with new features over several chapters. These chapters handle specific topics such as organizing resources, managing game scenes and transitions, actors, a menu system, using an advanced physics engine and many more. The chapters are filled with screenshots and/or diagrams to facilitate comprehension. "Learning Libgdx Game Development" is the book for you if you want to learn how to write your game code once and run it on a multitude of platforms using libGDX.
Table of Contents (19 chapters)
Learning Libgdx Game Development
About the Author
About the Reviewers

Creating texture atlases

Before we start creating a texture atlas, let us first find out what this technique is actually good for. A texture atlas (also known as a sprite sheet) is just an ordinary image file that can be rendered to the screen like any other image. So what makes it so special? It is used as a container image that holds several smaller subimages arranged in such a way that they do not overlap each other and still fit into the size of the texture atlas. This way, we can greatly reduce the amount of textures that are sent to the graphics processor, which will significantly improve the overall render performance. The texture atlases are especially useful for games where a lot of small and different images are rendered at once. The reason for this is that switching between different textures is a very costly process. Each time you change textures while rendering, new data needs to be sent into video memory. If you use the same texture for everything, this can be avoided.

The texture...