Book Image

LibGDX Game Development By Example

By : James Cook
Book Image

LibGDX Game Development By Example

By: James Cook

Overview of this book

Table of Contents (18 chapters)
LibGDX Game Development By Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


In this chapter, we took a step back from creating a game so that you could learn about how LibGDX can help us to make games that are better performing, easier to maintain, and are neater overall. We looked at asset managing and the tools that LibGDX has to help us control and manage our assets throughout the game's life cycle, simplifying the code required to load and dispose of assets. We then looked at how to reduce our game's demand on the hardware it runs on by reducing our textures and transforming them into a single texture asset—a texture atlas. We saw how we can have this as a transparent step in our development so the atlas is always up to date. Then, finally, we looked at using our own fonts and exporting them with the Hiero tool and how we can incorporate these into our game using the texture packer and the asset manager to manage the fonts for us.

Coming up in the next chapter: we will start a new game. The game we will see next will be similar to that of a certain Italian...