LibGDX Choice ?

Anything about development not directly related to libgdx, e.g. OpenGL, Android APIs etc.

Re: LibGDX Choice ?

Postby slebed » Wed Mar 28, 2018 11:18 pm

fabiitch wrote:wow really nice, gg for the shadow !
How you do it ? !! I want same for my game !

How many units you can display before impact performance?

Really continue your project , its really good.


For the shadows I'm just using DirectionalShadowLight which is deprecated, but obviously works great. My goal is to have four players with 200-250 units each. Stress testing shows that I should be able to get close to 60fps on my Samsung S3 tablet once everything is optimized. Reducing drawcalls has been my focus by combining all the terrain and unit textures at runtime.
slebed
 
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Re: LibGDX Choice ?

Postby slebed » Wed Mar 28, 2018 11:21 pm

Magnesus wrote:
slebed wrote:Hopefully this will give you a little hint of what LibGDX is capable of.


Nice, thanks! Good luck with the game, looks very cool.

Thanks. There more to it than what I'm showing here. The level editor is pretty far along.
slebed
 
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