Summary

Well, that wraps up Nutty Birds. In this chapter, we looked at object pools and how you can use one to reduce the need to create new objects all the time. We also took time to understand the need for this and the impact that it can have on performance. This is not to say that an object pool is the right answer every time—it isn't. It is a useful tool you now have in your game-making toolbox; the trick is to learn when to use it and when not. Unfortunately, I can't answer this with a straight answer; it really comes down to the game you make and the game mechanics you implement.

Coming up in the next chapter, we move away from making games to look at how to use LibGDX to deliver your game onto different platforms, such as Android, iOS, and HTML5. I look forward to seeing you there!

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