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  • Book Overview & Buying Learning LibGDX Game Development- Second Edition
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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

By : Suryakumar B Nair, Andreas Oehlke
3.5 (11)
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Learning LibGDX Game Development- Second Edition

Learning LibGDX Game Development- Second Edition

3.5 (11)
By: Suryakumar B Nair, Andreas Oehlke

Overview of this book

This book is aimed at indie and existing game developers as well as those who want to get started with game development using LibGDX. Basic knowledge of Java programming and game development is required.
Table of Contents (16 chapters)
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15
Index

3D frustum culling

In a 3D world, we have a lot of objects everywhere. However, only a small number of objects will be visible in the scene. Rendering all objects, including those that are not visible, can be a waste of our processing time and resources and will affect the speed of the game. Hence, we should only render those objects that are actually visible to the camera and ignore all other objects that are outside the field of view of the camera. This is known as frustum culling and there are several ways to accomplish this.

First, let's add an array of cars. The updated scene will look like this:

3D frustum culling

The MyModelTest.java file is as follows:

public class MyModelTest extends ApplicationAdapter  {
...
   public Array<ModelInstance> instances = new Array<ModelInstance>();

   @Override
   public void create() {
          environment = new Environment();
          environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
          environment.add...

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