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Full LibGDX Game Tutorial – Shooting

Posted on July 10, 2017October 5, 2017by John Day
shooting mechanices

Full LibGDX Game Tutorial – Shooting Welcome to part 14 of our Full LibGDX Game Tutorial. This part will focus on allowing the player to start shooting enemies. 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 these […]

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Pooling Objects – LibGdx Memory Management

Posted on May 17, 2017July 18, 2017by John Day

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 […]

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  1. Anonymous on Full LibGDX Game Tutorial – ShootingMay 9, 2025

    Ofc! Sorry if it seemed a bit harsh. This tutorial has really lead to a lot of understanding in a…

  2. John Day on Full LibGDX Game Tutorial – ShootingMay 7, 2025

    I'm sorry that I do not meet your expectations. If there us anything that you could suggest that would improve…

  3. Anonymous on Full LibGDX Game Tutorial – ShootingMay 7, 2025

    Another Comment about checking the source code for the new Mapper Component class if you are confused. When you are…

  4. Anonymous on Full LibGDX Game Tutorial – Enemy SystemMay 6, 2025

    SOLVED: RenderingSystem.java @Override public void update(float deltaTime){ super.update(deltaTime); renderQueue.sort(comparator); //<------- REMOVE this line of code and everything should run //fine.…

  5. Anonymous on Full LibGDX Game Tutorial – Enemy SystemMay 6, 2025

    This is the exact issue that I am having adding either or of the latter two systems (floor works fine…

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