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This course is designed to introduce you to Android IOS HTML5 Mobile Game Development Advance. In this course you will learn libGDX framework which is a game-development application framework written in the Java programming language with some C and C++ components for performance dependent code. It allows for the development of desktop and mobile games by using the same code base. It is cross-platform, supporting Windows, Linux, Mac OS X, Android, iOS, and web browsers with WebGL support. We will take a look at A top-level view of how rendering occurs for the graphics device GPU. We will learn about meshes which are a collection of vertices (and optionally indices) which describe a batch of geometry for rendering. Meshes are used by many core graphics classes in Libgdx, such as SpriteBatch and DecalBatch as well as the various 3D format loaders. A key design principle of Libgdx is in storing geometry in a mesh in order to upload all vertex information in one batch for rendering. Especially on mobile platforms, there are significant performance gains in batching by reducing the overhead of individual draw calls. We will also learn about Decals are bitmap sprites that exist in a 3D scene, they have front and a back sides and they are rendered both sides. They can be rotated and scaled in full 3D, and support z-ordering. But they render blazingly fast - almost as fast as simple 2D sprites it seems. We will learn how to Implement a 2.5d Racing Game.
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