Chapter 3. Advanced 2D Graphics

In this chapter, we will cover:

  • Achieving juicy effects with particles
  • Frame buffers and image composition
  • Welcome to the world of shaders
  • Passing parameters into shader programs
  • 2D depth of field shader
  • Embedding a Libgdx window into a Java desktop application

Introduction

Now that you know how to render sprites on the screen, it is time to move on to more exciting and brighter things. Games have to be attractive to the eyes so as to catch the players' attention, and in this chapter, we will show you how to achieve such an effect.

We will start off with particle effects and then continue with image composition. Later, we will learn about shaders and all the amazing things we can produce with a programmable graphics pipeline. ...

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