What is Pooling? Pooling is a technique that allows the program to repurpose objects that are no longer being used in order to manage memory and decrease processing time. Imagine a box with 10 objects inside, this would be your pool and when you want an object you simply open the box and take out […]
Libgdx
LibGDX is an open source framework for cross platform application development. Written in Java, C and C++ to allow users to create applications that work on Android, Desktop, IOS and Web.
Collision Detection – Circles, Rectangles and Polygons

Collision Detection – Circles, Rectangles and Polygons So you’re making a game and you want to check if your character has bonked an enemy. This calls for collision detection algorithms. Surely you could use a framework like Box2D to do all the collision detection for you.. well yes, you could and it would work pretty […]
Full LibGDX Game Tutorial – Infinite Level Generation with Simplex Noise

Full LibGDX Game Tutorial – Infinite Level Generation Welcome to part 11 of our Full LibGDX Game Tutorial. This part will focus on creating a system to infinitely generate our world using Simplex Noise. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – Project […]
GLSL openGL Shader Language – How to use in LibGdx

What is a Shader? Shaders are small programs that are run on the GPU for every pixel. Each pixels data is computed by the GPU at the same time, unlike a single core CPU which computes a single set of instructions very fast. This allows the GPU to process the shader code very fast which is […]
Ashley and Box2D Tutorial – ECS, Physics and Collisions

Ashley and Box2D Tutorial In this tutorial, we will create a simple game base using Ashley and Box2D. Ashley is an Entity System that allows us to create entities from a set of components such as an image, a position etc. More information on Ashley can be found on the Ashley wiki and information on […]
Full LibGDX Game Tutorial – Entities using Ashley(ECS)

Full LibGDX Game Tutorial – Entities using Ashley the ECS Welcome to part 10 of our Full LibGDX Game Tutorial. This part will focus on improving our current system by using Ashley an Entity Component System. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – […]
Full LibGDX Game Tutorial – Scene2D

Full LibGDX Game Tutorial – Scene2D Welcome to part 9 of our Full LibGDX Game Tutorial. This part will focus on the using updating out loading screen to use scene2D. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – Project setup as this tutorial continues from […]
Full LibGDX Game Tutorial – Loading Screen

Full LibGDX Game Tutorial – Loading Screen Welcome to part 8 of our Full LibGDX Game Tutorial. This part will focus on the using the texture packer to pack all your images into an atlas and creating a loading screen. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX […]
Full LibGDX Game Tutorial – Rendering and Asset manager
Full LibGDX Game Tutorial – Rendering and Asset manager Welcome to part 7 of our Full LibGDX Game Tutorial. This part will focus on rendering and using the AssetManager to load images, sounds, music and skins. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX Game Tutorial – […]
Full LibGDX Game Tutorial – Input Controller

Full LibGDX Game Tutorial – Input Controller Welcome to part 6 of our Full LibGDX Game Tutorial. This part will focus on the input controller which will allow us to take input from the user and control objects in game. If you haven’t seen the earlier parts of this tutorial I advise you to start at Full LibGDX […]