Chapter 12. Performance and Optimizations
In this chapter, we will cover the following recipes:
- Profiling your application with VisualVM
- Using Libgdx features to avoid garbage collection
- Avoiding unnecessary render calls with frustum culling
Introduction
Developing games is not just dealing with images and the way they interact with the user and their environment. There are a lot of considerations to take into account in order to publish a professional game.
This chapter covers some basic tips to improve your application's performance and, in this way, reach a homogeneous user experience on all target platforms.
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